With EBP, AkAudioEvent and AkAudioBank assets serialize the bank data directly into the Unreal asset. When a map gets loaded, all assets referenced in the map (and in the map's blueprint nodes such as PostEvent) are loaded as well. When an event or bank asset is loaded, the media assets it references are also be loaded into memory (or an IO hook is opened if they are streaming). The loading system is designed this way so that all Wwise asset data required by a map will be in memory and usable once the map load is finished . In a similar way, unloading a map will unload the event, bank and media assets and their data will be garbage collected, freeing the memory.