static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
    {
        foreach (string str in importedAssets)
        {
            if (str.EndsWith(@".fev"))
            {
                if (File.Exists(str + @".asset"))
                {
                    FmodEventAsset newAsset = FmodEventAsset.CreateInstance("FmodEventAsset") as FmodEventAsset;
                    FmodEventAsset oldAsset = AssetDatabase.LoadAssetAtPath(str + @".asset", typeof(FmodEventAsset)) as FmodEventAsset;

                    newAsset.Initialize(str);
                    UpdateEventAsset(oldAsset, newAsset);
                    newAsset.CreateAsset(str);
                    AssetDatabase.SaveAssets();
                    CheckForRemainsOfDeletedParameters();
                    FmodEventSystem.ClearHolder();
                }
                else
                {
                    FmodEventAsset asset = FmodEventAsset.CreateInstance("FmodEventAsset") as FmodEventAsset;
                    asset.Initialize(str);
                    asset.CreateAsset(str);
                    FmodEventSystem.ClearHolder();
                }
            }
            else if (Application.isPlaying && Application.isEditor &&
                     (str.EndsWith(@".cs") || str.EndsWith(@".js")))
            {
                                 #if UNITY_EDITOR
                EditorApplication.isPlaying = false;                         // we are forced to stop the application in the editor at this point, or else Mono will rebuild the app and we'll lose the managed memory. Unfortunately, the C++ application will still be running and we won't be able to come back.
                Debug.LogWarning("FMOD_Unity : Forced to leave the application because source code was about to be built");
                                #endif
            }
        }
    }