Asset bundles banks from different teams in Unity. How to hold event references and mixer data.


(Rohan Menon) #1

Where is the mixer data stored when we build .bytes files for asset bundles in unity. Is it within the banks themselves or is it within the “Master Bank.strings” file?

By our understanding, whenever we will be(this can be multiple people) adding new sounds into new banks/asset bundles for the game, and if we reference events by name, we will always need to update “Master Bank.strings” file whenever we add a new event.
To prevent this, we are going to go ahead with storing all event references as GUIDs instead of event names. This should work in theory if we are adding new events as an asset bundle and just directly load the bank to get GUID references for the event, right? Without the need to update “Master Bank.strings” file?

The follow up question to that is, if we do not change/create any new mixer/sound groups, will just adding the event to a particular sound group allow us to duck/do other mixer stuff as usual?


(Cameron Baron) #2
To prevent this, we are going to go ahead with storing all event references as GUIDs instead of event names. This should work in theory if we are adding new events as an asset bundle and just directly load the bank to get GUID references for the event, right? Without the need to update “Master Bank.strings” file?

Correct, the FMOD Studio programmer’s API can only identify an event by name and path if the strings.bank file is loaded. If your game does not load the strings.bank file, you need to use GUIDs to access your events.

The follow up question to that is, if we do not change/create any new mixer/sound groups, will just adding the event to a particular sound group allow us to duck/do other mixer stuff as usual?

Not sure if I understood this one correctly. If you have a sound group already setup with ‘ducking and other mixer stuff’, all you need to do is add that event to the sound group for it to gain those effects.