I was wondering if its okay to put every audio file (containing voice overs, probably around 20k per language…), into a single bank, without splitting to separate banks/audio tables for each scene in the game, and load the bank (EN,DE or whatever language) on the first scene of the game (using it in every other scene as well)?
I can’t really afford creating multiple banks for the separate scenes of the game, since most of the files could be needed pretty much anywhere in the game. It will cost me a lot of time if I have to organize the files in such manner + time is tight.
So far, for what we need, it seems the best approach would be to not load sample data for this bank, and probably stream most of the files, or even all of them, even those which are shorter in terms of length?
It seems Building Metadata and Assets to Separate Banks helps only with less download size when the game has patches, but it also says “Separate metadata and sample banks require slightly more resource overhead”, which I don’t understand. Does this mean it would affect the performance of the game in any way, even in the in the slightest?
What do you think is the best approach in this scenario?
Thanks a lot in advance!