Does utilising addressable have any impact on sound designer workflow?

Hello,

I am working as part of a somewhat small project (sound team is just 2). It has been requested from our developers that we begin using our Soundbanks as addressables. I have read through the documentation on addressables with FMOD but much of the terminology is a little alien to me as a sound designer.

Development have told me that this is so we can add assets to the game without needing to update code. Am I correct in thinking I could add new audio/update banks then without us requiring a game update?

A couple of things stood out to me:

AssetBundles and Addressables require your FMOD Banks to be imported as TextAssets.
Loading a .bank file from a TextAsset keeps the entire resource in memory, which may be expensive.

Do either of these things affect the sound designer’s workflow in any way, or are these things purely problems for a Unity programmer to solve?

Apologies for the somewhat naive questions, but our team lacks a technical sound designer/audio programmer so I just need a bit of advice.

We are using FMOD 2.02.11 and Unity 2021.3.9f1

Thanks in advance!