             if (iconType == ICON_SPLINE_PATH && timeToNextDebugIconsUpdateSplinePath > time.systemTime)
                 continue;
 
-            Array<Node@> nodes = editorScene.GetChildrenWithComponent(ComponentTypes[iconType], true);
+            Array<Node@> nodes = editorScene.GetChildrenWithComponent(componentTypes[iconType], true);
 
             // Clear old data
             if (iconType == ICON_SPLINE_PATH)
                 ClearCommit(ICON_SPLINE_PATH, ICON_SPLINE_PATH + 1, nodes.length * splinePathResolution);
             else if (iconType == ICON_POINT_LIGHT || iconType == ICON_SPOT_LIGHT || iconType == ICON_DIRECTIONAL_LIGHT)
                 ClearCommit(ICON_POINT_LIGHT, ICON_DIRECTIONAL_LIGHT + 1, nodes.length);
-            else if (iconType == ICON_SOUND_SOURCE || iconType == ICON_SOUND_SOURCE_3D)
-                ClearCommit(ICON_SOUND_SOURCE, ICON_SOUND_SOURCE_3D + 1, nodes.length);
             else
                 ClearCommit(iconType, iconType + 1, nodes.length);
 

    for (int i = 0; i < ICON_COUNT; ++i)
    {
        debugIconsSet[i] = tempNode.CreateComponent("BillboardSet");
        debugIconsSet[i].material = cache.GetResource("Material", "Materials/Editor/" + IconsTypesMaterials[i]);
        debugIconsSet[i].sorted = true;
        debugIconsSet[i].temporary = true;
        debugIconsSet[i].fixedScreenSize = true;

                // Fill with new data
                for (uint i = 0; i < nodes.length; ++i)
                {
                    Component@ component = nodes[i].GetComponent(componentTypes[iconType]);
                    if (component is null) continue;

                    Color finalIconColor = debugIconsColors[ICON_COLOR_DEFAULT];
