Hi, all! I have a feature request, so, I'll go straight to the point:
Haven't you ever been bothered by the fact that you have to set the audio files for each and every one of your buttons or other UI elements? Wouldn't it be great if there was an area in the menu manager or sound manager to set the sounds for all your UI elements? After all, practically all games use a limited set of UI sounds. These sounds are usually the following:
Accept: a very definite positive sound, that makes it obvious you have made an important choice (e.g.: when you hit yes to proceed when combining or crafting).
Cancel: the negative counterpart of the Accept sound.
Move forward (menu): a subtle positive sound when you press a button to move forward a menu layer (e.g.: Pause to Configuration).
Move backward (menu): a subtle negative sound when you press a button to move back a menu layer (e.g.: Configuration to Pause).
Scroll: A sound used while moving between a list of elements. Same as onHover or the Highlighted state in a unity UI button (e.g.: the beeping or clicking items in the inventory do while you browse them).
Error: the sound a disabled element does when the player tries to use it.
For the Accept and Cancel sounds, you could just check/tick a box in the menu manager to let AC know that the button will use either the Accept or Cancel sounds, else it would default to the other sounds. For the Scroll sound, depending on the control scheme, you could have the option to have it react to OnHover or Deselect state (Deselect works better for controller because when a menu opens there's always a button highlighted by default, using Deselect would avoid the sound triggering without player input).
This way you would only need to set the sounds once and AC would know exactly when and which sounds to play for all elements in a less painful way. You could still use the sound slots in each element to override the global settings, so you could still customize the sounds of special elements.
Comments
Instead I would suggest you incorporate these into Sound: Play Actions within ActionList assets. Rather than assigning your sound clips into the Menu Manager, you could instead run these ActionLists when elements are clicked - Accept and Cancel would be the most common, I'd imagine. An ActionList can run another on in parallel with the ActionList: Run Action.
I understand your request and indeed see how it could be useful, but you could also replace the audio file itself if you want to change the "global" e.g. Accept sound.