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?