I have a bunch of sounds that are used in different parts of my game. For example UI has its sounds, every world has its sounds, etc… etc… Is there any penalty for having all sounds referenced in the same monobehaviour (it will be not destroyable between scenes)? Is it better to just have references to what I will be using?. Second method needs more managing, so, for usability first one is preferred but don’t know if it will eat a lot of memory just referencing the sound.
Yes, regardless how you do it, if you’re instantiating object, you are consuming memory. Using only what you need for a scene sounds like a better idea IMHO.
I have been reading some posts around about this subject that can be tagged as “Prefab management”. It seems that just referencing a prefab eats mem. Same for sound resources, etc… Perhaps I will be moving into dynamic resource loading.