Hey Jakob,
I'll try to make it short.
What is the best practice to ensure that sounds are being stopped when changing scene?
- Make sure the SoundBank for that scene is stopped on Destroy and then all sounds related to that SoundBank should be stopped on destroy as well. But it sounds like you've got that covered.
If I actually want some sound to continue across scene changes (without interruption) how do I do that?
- Have you checked out Media Relocation? As long as you've loaded a second SoundBank with that sound in it as well, you can just re-parent the game object you posted it on into the new scene, and it will continue playing despite unloading the first SoundBank.
How do I handle loading/unloading of soundbanks when changing scene if the same sound bank is used in both scenes?
- I would probably have a new SoundBank for each scene instead of using one SoundBank for multiple, so that the audio is separated just like the game is structured. If you have to load the same SoundBank in a new scene, you might want to make a custom system that loads the SoundBanks and keeps track of them. Like a manager, that loads / unloads the SoundBanks, but only if it receives a new SoundBank request from a scene.
Have you tried Wwise Adventure Game? If not, you should try download it from the Wwise Launcher and see if that method is anything that fits into your game. If it does fit, it's always a good reference sheet if you head into problems in your own game, or if you want to test something before you do the actual implementation in your game.
Hope this helps!