Is it possible to load a Bank from an EventInstance or EventReference?

No problem!

If you weren’t aware, by default audio data isn’t actually loaded into memory when you load a bank - instead, the data is loaded on-demand when an event instance is created. You can choose to manually load audio data for an event or an entire bank ahead of time if you need to as well, which is useful for events with a large amount of audio data, and/or when you need to play events with sample-accurate timing. I would recommend reading our documentation on Sample Data Loading for more information.

The expected workflow with FMOD is to have a broad knowledge of what sounds you need played at any given time in-game, as this typically informs both how you sort/group individual events into banks in FMOD Studio, and which banks you load at a given time in-game. For example, you may know that for a given level you’ll only need a specific set of events; therefore, you create a bank for those events, and only load it for that level.

If you have no idea which banks you’ll need loaded ahead of time, it may be worth planning them out to see what events will be needed where. Alternatively, you may choose to load many or all banks at once, and only load the sample data as needed. Ultimately, it depends on your project, of which you’re the best judge.

If you have any more questions, feel free to ask!