@rmx Thanks for the clarification, the term "mixing" was confusing at first.
You can react to audio events in spine-unity like normal events:
https://esotericsoftware.com/spine-unity#Processing-AnimationState-Events
In code you register your callback method as follows:
skeletonAnimation.AnimationState.Event += HandleEvent;
..
void HandleEvent (TrackEntry trackEntry, Event ev) {
if (!string.IsNullOrEmpty(ev.Data.AudioPath))
yourSoundManager.PlaySoundForName(ev.Data.AudioPath, ev.Data.Volume, ev.Data.Balance);
}
Here yourSoundManager.PlaySoundForName()
could look up the audio file name in a map and play the respective audio asset with the given settings. If you modify volume and balance per event, instead of ev.Data.Volume
you would then use ev.Volume
.