How music takes a toll on game performance

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  • เผยแพร่เมื่อ 21 ก.ย. 2024
  • I wrote the soundtrack to PirateSoftware's Heartbound. It's 100 songs long!
    In this video I talk about how I ended up working on the game, and I also sit down with Thor as he shares his perspective on the soundtrack.
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ความคิดเห็น • 126

  • @frogvibesgames
    @frogvibesgames  หลายเดือนก่อน +34

    Thor and I had a blast, thanks for watching ✨
    On my channel I there are a videos where I go deep into game design. 📺
    Do give them a watch if you have the time!

  • @kaisokusekkendou1498
    @kaisokusekkendou1498 2 หลายเดือนก่อน +1144

    It's is understated how much of an impact audio/music can have on performance.
    My eyes were opened to this over 10 years ago where my computer kept crashing when trying to play Dead Island... but only when playing Xian Mei, and only in specific situations.
    Come to find out, it was the audio for the "heels on a hard surface" sound that crashed things. Changing my audio format to a lower bitrate helped, but ultimately changing my drivers fixed it.
    I've also experienced system slow downs from audio, that resulted in my computer lagging enough to create a de-synch from host connection on a multiplayer game (this more recently in the last couple years).
    Combination of my computer not handling poorly optimized audio/visuals (turning down/off settings helped), in combination with an indie dev's poorly optimized net code (was likely just out-of-the-box stuff, which they later fixed).
    Sound is such a ubiquitous "background" element that we easily forget it's impact to our systems.

    • @CharlotteML1
      @CharlotteML1 2 หลายเดือนก่อน +30

      Tge only time my 3DS ever crashed, it was because of a specific sound being played in game (in my case the battery recharge noise in Binding of Isaac, so I had to make sure never to take that powerup again).

    • @roadent217
      @roadent217 2 หลายเดือนก่อน +32

      Reminds me of the time when I played Need for Speed: Most Wanted with busted audio drivers.
      At the very start of the game, in the fifth or so race you compete against Razor in your starter BMW M3 GTR. The race is scripted to have your engine fail about 70% of the way through, in which case your car sputters and loses power, you become forced to stop, and then the game goes into a cutscene about how you lost the race and Razor gets your pink slip and takes your car away from you.
      But since the script for having the engine fail starts with Mia, the deuteragonist, calling you to warn you that Razor sabotaged your engine _before_ it actually fails, and my busted sound drivers prevented the sound from playing, the script never triggered, and the engine never died, and I was able to fully finish the race. It still went directly into the cutscene where Razor takes your car away, but I found it neat how that worked.

    • @TheRagingAura
      @TheRagingAura 2 หลายเดือนก่อน +11

      Fun fact, Skyrim straight wont run unless you have an audio output for it.

    • @kricku
      @kricku หลายเดือนก่อน +15

      ​@@TheRagingAura because no one can wake you up

    • @therealone8725
      @therealone8725 หลายเดือนก่อน +8

      @@roadent217Thats hilarious lmao. What a fantastic game that was though, I wish EA blackbox never got disbanded.

  • @blazikeaton7478
    @blazikeaton7478 2 หลายเดือนก่อน +2558

    fun fact: the "segaaa' intro in sonic the hedgehog for the genesis takes up more space on the cart than the entirety of green hill zone
    audio files are always fuckhuge, sometimes even when compressed to shit😂😂😂

    • @TheAverageGamer1
      @TheAverageGamer1 หลายเดือนก่อน +40

      That's an actual interesting and fun fact

    • @corbandybdahl
      @corbandybdahl หลายเดือนก่อน +3

      😂😂😂😂😂

    • @xlayer5
      @xlayer5 หลายเดือนก่อน +15

      I thought it was bigger than the whole game because they wanted it crystal clear

    • @rinnnnnnnnnnrin
      @rinnnnnnnnnnrin หลายเดือนก่อน +29

      "Fuckhuge" and similar vulgur word combos will never not be funny to me lmao

    • @w花b
      @w花b หลายเดือนก่อน

      ​@@rinnnnnnnnnnrinCrap load, fuckton...

  • @Ethereal_109
    @Ethereal_109 2 หลายเดือนก่อน +293

    There are a lot of games that have an insane download size. And so much of that data is the other language audio files.

    • @BFedie518
      @BFedie518 2 หลายเดือนก่อน +25

      An exception is the original Cod4 on Steam. It has to redownload the entire game if you change the language.

    • @hundvd_7
      @hundvd_7 หลายเดือนก่อน +15

      ​@@BFedie518Many games ship like that.
      Different builds for different languages

    • @Lem_On_Lime
      @Lem_On_Lime หลายเดือนก่อน +3

      @@BFedie518 That's the better way of doing it, tbh.

  • @hamzamotara4304
    @hamzamotara4304 หลายเดือนก่อน +43

    "It's all audio?"
    "Always has been."

  • @jimbojones6830
    @jimbojones6830 2 หลายเดือนก่อน +308

    I remember seeing an interview with the creators of MYST and apparently they had a hell of a time getting the soundtrack to be smooth and consistent back in the early 90s. They had to map out space on the disc so that they could load the music for the next 30s or something and then jump back to the game data to reduce lag as much as possible.

    • @davidmccourt6139
      @davidmccourt6139 หลายเดือนก่อน +4

      Ars Technica has this interview

    • @Vanity0666
      @Vanity0666 หลายเดือนก่อน +1

      Redbook audio solved that problem

  • @HildeTheOkayish
    @HildeTheOkayish หลายเดือนก่อน +49

    It's why in the past games used to have a set library of sounds rather then songs. Then you can 'create' the song programmatic in game and reuse the sounds in other songs or sound effects.

    • @PilotA51
      @PilotA51 หลายเดือนก่อน +8

      I think most of us know it as MIDI, though that's a standard that games may not have used to accomplish the same task.
      It's still very useful for creating instrumented music.

  • @whamer100
    @whamer100 หลายเดือนก่อน +57

    stuff like this is why im so much of an audio compression nerd, if you take the time to, you can create some really well compressed ogg files (im talking like ~700 kb for a 2 minute song that still sounds high enough quality to pass for its use in a game. aka shoutouts to variable framerates and noise tuning)
    you can also just use opus with its default settings if the engine supports it, its the best format you can possibly use if you can

    • @AndreiaGoncalves-kf8gl
      @AndreiaGoncalves-kf8gl หลายเดือนก่อน +2

      opus is excellent

    • @XanTheDragon
      @XanTheDragon หลายเดือนก่อน +5

      Me screaming at godot to re-add opus support

    • @whamer100
      @whamer100 หลายเดือนก่อน +1

      @@XanTheDragon seriously, like why did they ever remove it? its LITERALLY a free to use thing (both in price and in license!)

    • @ZT1ST
      @ZT1ST หลายเดือนก่อน

      ​@@whamer100 Presumably it's harder to integrate with everything else.

  • @ItsRauryk
    @ItsRauryk หลายเดือนก่อน +8

    Audio is so important for the full experience too. It can really make or break a game imo

  • @sepiasmith5065
    @sepiasmith5065 หลายเดือนก่อน +3

    oh that just triggered a memory of learning about the fact that having too many sounds playing in Minecraft at once would drastically reduce the frame rate and other performances. If you turned off the sound, it ran fine. I remember learning that a while back. Particularly when it came to too many collisions.

  • @va1korion
    @va1korion 2 หลายเดือนก่อน +311

    Reminds me of Titanfall which shipped uncompressed audio to save CPU performance. For a total size of 50 GB in 2014.
    Raycevick said it best. When possible it should be a player choice - someone might have a powerful machine or prioritise framerate while not having a gigabit fiber optic.
    Or vice versa, I've played games on laptops with 250 GB SSD, I'd happily wait a couple seconds to download textures for my competitor's cosmetics rather than giving 20% of my storage just in case.

    • @729MendicantTide
      @729MendicantTide 2 หลายเดือนก่อน +6

      How much of that 50 gig storage space was dedicated to providing dubbed audio in EFIGS+CJK plus a handful of periphery languages like Polish, Hungarian, Thai, etc.?

    • @mrdavies09
      @mrdavies09 2 หลายเดือนก่อน +5

      I agree that it should be a choice. I remember installing PC games and having the option of "typical" or "full" installation.

    • @PC-tan
      @PC-tan 2 หลายเดือนก่อน +1

      I thought part of the reason it was 50GB had something to do with piracy. If we make this game this file size that's an online only MP games, less people might pirate it or something. At least I thought I heard that was one of the reasons for why they did that.

    • @729MendicantTide
      @729MendicantTide 2 หลายเดือนก่อน +1

      @@PC-tan In reference to my earlier comment, Titanfall allegedly had 35 gigs worth of audio, most of which was all dubbed versions of the dialogue.
      I say allegedly because I don't remember the exact portion.

    • @PC-tan
      @PC-tan 2 หลายเดือนก่อน +2

      @@729MendicantTide I don't think it was 35GB. I have the game and from what I remember it was at least 25GB of those 50GB that were uncompressed audio. But then again I could be wrong.

  • @ValiduzZ
    @ValiduzZ หลายเดือนก่อน +16

    Makes me think of Perfect Dark and Goldeneye on the N64.
    Those games had such jams on that cartridge. And fantastic soundeffects all around too!

    • @MediaMunkee
      @MediaMunkee หลายเดือนก่อน +1

      N64 games were old enough that they were still reading MIDI-style instruction sets and playing back highly compressed custom soundfonts. Still one of the most space-effective ways for game music to function, and it let you do things like dynamically enabling and disabling instrument channels based on context, see: Banjo-Kazooie.
      Rare also had a fun trick when they came out with Bad Fur Day, where the only way they were able to fit all the voice lines on such a tiny cartridge was by storing them highly sped up (so the files are shorter and thereby smaller), then using code to play them back slower when they're pulled from memory in the game.
      There are even wilder stories about how the production of the DKC soundtracks back on the SNES were accomplished, but I don't even really understand the details. It sounds like the sort of workflow I wouldn't wish on anyone, and the fact that Rare's composers so consistently approached those systems with the express intent of pushing their music systems to their absolute limits and kept pulling it off, is boggling.

  • @tnturnip
    @tnturnip หลายเดือนก่อน +1

    Watching these reminds me that sound designers are as vital as they are underappreciated. It takes a lot of patience to create soundscapes that have to both fit in the world you're presented into as and be functional. Editing sounds for my own projects easily takes up way more time than I realize. Mad respects to audio designers and engineers.

  • @Nabekukka
    @Nabekukka 2 หลายเดือนก่อน +52

    Everybody that had a 386 without a Gravis Ultrasound feels this. If you turned the sound quality on One Must Fall 2097 to max, you immediately noticed the performance drop.
    Or if you tried to make music with trackers... Hoo boi. You couldn't play too many samples simultaneously, since everything was done on the CPU, it would poop the bed pretty quickly. Good times. Then I got a GUS. Even better times.

  • @MrThirtyH
    @MrThirtyH หลายเดือนก่อน +3

    This is why cartridge-era consoles have sound chips. Instead of loading entire, uncompressed audio files, the game sent a programmed set of instructions to the sound chip to 'play these notes on these channels under these circumstances.' One of the big draws of the Playstation was the ability to FIT all those music files, to the point where they could be listened to like a CD.

  • @JPgreekgaming
    @JPgreekgaming หลายเดือนก่อน +5

    Ever since my first pc back in 98 i always had a dedicated sound card. From the sound blaster 16 to the newest AE5 and everything in between. I was stuck without a sound card for a few weeks and it sucked. People underestimate what difference a good sound card and a pair of headphones can make.

  • @IssaUserName
    @IssaUserName หลายเดือนก่อน +1

    Well- now I think I understand why so many games have audio issues. Neat.

  • @yuribacon
    @yuribacon หลายเดือนก่อน +1

    Dang, didn't know Stijn did the music for this game!

  • @alexisawful
    @alexisawful หลายเดือนก่อน +1

    Thank you for making games for ancient craptops

  • @IRMentat
    @IRMentat 2 หลายเดือนก่อน +13

    similar but i have had similar issues when dual-screening and watching other media on my second monitor while running games that are otherwise buttery smooth on the main monitor. i'm talking some SERIOUS frame-dips in games that were hitting 120-180 uncapped framerates on a blank-slate

    • @BinToss._.
      @BinToss._. 2 หลายเดือนก่อน +2

      I wonder if Microsoft ever fixed MultiPlane Overlay so it improves performance (as intended) instead of worsening it.

  • @mr.cauliflower3536
    @mr.cauliflower3536 หลายเดือนก่อน

    In most high-end games textures are most of the memory, but since a lot of indie/old games textures are reused they don't take as much space, and also music has a much higher minimum required for human to have fun, than graphics do.

  • @LoL9974
    @LoL9974 หลายเดือนก่อน +2

    Bruh i thought he was talking about games in general for a sec. I was bouta say that insane that audio takes up that much memory and space.

  • @chronowolf4734
    @chronowolf4734 หลายเดือนก่อน +1

    As someone with a 10-year old laptop used for gaming, I thank you for your efforts.

  • @kryptkiller8755
    @kryptkiller8755 หลายเดือนก่อน +1

    My mentor is amazing at computing music in python with libraries. I planned to learn.

  • @qeew5500
    @qeew5500 หลายเดือนก่อน +1

    pro tip: if you want music to take up less space, you could try sequencing. Sequencing is where you basically have the music generated from a midi file and instruments you put in the game. It was done on basically every game before the GameCube, even in DOOM.

  • @Brownd55
    @Brownd55 หลายเดือนก่อน +1

    iirc the original LEGO Star Wars on PC had lossless quality soundtrack that totalled near 1GB, overweighting the rest of the data by a landslide (and this was a CD release so it was massively compressed to fit in the disc and took a while to install)
    The Complete Saga remaster switched to far lighter OGG for audio

  • @SUPERNOOB20
    @SUPERNOOB20 หลายเดือนก่อน

    "Machines with integrated graphics from 10 years ago" ah, so exactly my machine, thanks for the consideration "^^

  • @CGoody564
    @CGoody564 28 วันที่ผ่านมา

    As one who's been using one of those terrible laptops with integrated graphics from 10 years ago, thank you boss

  • @SickMatt
    @SickMatt หลายเดือนก่อน +1

    So when I turned off audio on my N64 emulator back in 2005 I wasn't tripping, performance did go up

  • @michaelforbes5923
    @michaelforbes5923 หลายเดือนก่อน

    7 yr old comp, and heartbound works smooth as butter

  • @potato9832
    @potato9832 หลายเดือนก่อน

    Love seeing devs put an effort in supporting older machines. Not everyone has brand new $2500 zillion core gaming "rigs" with dual GPU setups.

  • @v0id_d3m0n
    @v0id_d3m0n หลายเดือนก่อน

    Wow. I never thought about this!

  • @xrenegade4616
    @xrenegade4616 หลายเดือนก่อน

    Its crazy, the consideration he puy into the gaming industry, to even think about pcs from 10 years ago to be able to run a pixel art game. Im working on my own solo game and i already know itll have a hard time on cards older than 30 series card

  • @dudeimbusy
    @dudeimbusy หลายเดือนก่อน

    I once put together a chunker. Basically i/o reel time feed for memory chunk out data at 8 to 256 bits at a time. Kinda like p2p networking.
    It's usefull but not likely at texture calls... be great for audio though. It'll parse the compression and transfer on the fly. I may have had a little pirate in me back in college. Maybe

  • @ximirux2408
    @ximirux2408 16 วันที่ผ่านมา

    Wow

  • @nicklakle
    @nicklakle หลายเดือนก่อน

    Found out the hard wsy that audio can actually affect performance. I was playing gta v and it was stuttering at intervals almost perfectly spaced apart. Turns out it was an out of date audio driver causing the issue lol

  • @chaoswolf9452
    @chaoswolf9452 หลายเดือนก่อน

    I have giving this some thought the last couple years, I used to play a lot of ESO, and every single line in that game is voiced, I can't remember the exact size of the game, I think it's about 100gb+ their is no way they fit all the audio in their, it all has to be streamed, their is no way otherwise.

  • @stevebolduc9903
    @stevebolduc9903 2 หลายเดือนก่อน +32

    That's why elden ring and dark souls series lag

    • @StrangelyIronic
      @StrangelyIronic 2 หลายเดือนก่อน +11

      Na, from soft just has horribly unoptimized games in general for PC, common knowledge.

    • @stevebolduc9903
      @stevebolduc9903 2 หลายเดือนก่อน +2

      @@StrangelyIronic oh mb, they know how to compress but not optimize I guess

    • @BRAZILIAN_MIKU
      @BRAZILIAN_MIKU 2 หลายเดือนก่อน +2

      I'm playing pirated so i don't know if this happens in the normal version, but when i open the game there's a 50-66% chance that, until i close the game and open it again, the audio keeps stopping and then going back to normal every couple of seconds in elden ring.
      Also the audio is bugged in every cutscene

    • @stevebolduc9903
      @stevebolduc9903 2 หลายเดือนก่อน +1

      @@BRAZILIAN_MIKU no that never happens in the normal game, why not buy the base game though? I don't want to shame you or anything cause I didn't even buy it my brother did but I'm going to buy the PS4 version, is it because you don't have enough money or do you think spending money on the game is not a good idea? I'm just curious.

    • @BRAZILIAN_MIKU
      @BRAZILIAN_MIKU 2 หลายเดือนก่อน +7

      @@stevebolduc9903 i don't have money rn my dude, plus in my country piracy is legal if you don't make money off it, i plan to pay it someday though that's in the far future rn

  • @napdogs
    @napdogs หลายเดือนก่อน

    I wish he could generate all the sound and music in game so he could have a tiny game size like Animal Well

  • @rayaronitwitchybrow
    @rayaronitwitchybrow หลายเดือนก่อน

    "Integrated graphics from ten years ago" i found out that my laptop that I got 2 1/2 years ago is in that club. Really had graphics card.

  • @antoniogorisek
    @antoniogorisek หลายเดือนก่อน

    That's like GTA San Andreas.
    Full game have about 4 GB, after deleting audio from cut scenes GTA will have around 500MB

  • @crashtestdummy92
    @crashtestdummy92 หลายเดือนก่อน

    Worth

  • @miss_bec
    @miss_bec หลายเดือนก่อน +1

    You wanna know why [latest AAA release] is over 100GB? Uncompressed audio and textures.

  • @justsomehoolaginbeinafoolagain
    @justsomehoolaginbeinafoolagain หลายเดือนก่อน

    Nice JKM3 shirt

  • @wardrich
    @wardrich 2 หลายเดือนก่อน +7

    How much of it would be audio if it were created via tracker?

    • @frogvibesgames
      @frogvibesgames  2 หลายเดือนก่อน +8

      You'd lower disk and memory space, but you might end up increasing the CPU load. I imagine it depends on the complexity of the music.

  • @kryptkiller8755
    @kryptkiller8755 หลายเดือนก่อน

    My mentor is amazing at computing music in python with libraries. I planned to learn. wtf my ac just turned on lol

  • @wilville3752
    @wilville3752 หลายเดือนก่อน

    Titanfall 1 was like ten gigabytes and because real-time audio decompression algorithms hurt performance on older cpus the game had like 30-40 gigs of uncompressed audio

  • @Schloopytoober
    @Schloopytoober หลายเดือนก่อน

    Guess that’s why retro music in games all sound kinda similar. Cuz it was compressed to hell and back to fit in a 500 kb file even if the game itself is fucking ET on the Atari

  • @bigboiblue8180
    @bigboiblue8180 หลายเดือนก่อน

    Is this why on the original playstation copy of final fantasy 7 my game would crash during the Diamond Weapon cutscene?

  • @Tarik360
    @Tarik360 หลายเดือนก่อน

    I just realized DICE has a huge music and sound department.
    And the latest Battlefield games took a lot of space. Does that mean that the huge majority of that was sound and music?

    • @frogvibesgames
      @frogvibesgames  หลายเดือนก่อน +2

      @@Tarik360 It's hard to say if it was the majority. Sound is often at least a very big portion of the games memory load and overall size. But textures, especially high quality ones, can take up a lot more space.
      If a game is able to reuse textures a lot, but includes a lot of unique music, sounds and voice acting, audio can definitely become the majority.

    • @Tarik360
      @Tarik360 หลายเดือนก่อน +1

      @@frogvibesgames thats pretty interesting. Thank you for the quick response

  • @crankyhead1089
    @crankyhead1089 2 หลายเดือนก่อน

    That kinda shows how optimized the game is as well

  • @JerryFlowersIII
    @JerryFlowersIII หลายเดือนก่อน

    Wish I knew what he was talking about about😢

  • @happydonkey5333
    @happydonkey5333 2 หลายเดือนก่อน

    I should've joined the army

  • @RamblingMcGregor
    @RamblingMcGregor 2 หลายเดือนก่อน +1

    Combine a gaming pc and a Yamaha dgx670b. Then game devs only need midi and we could pick our own sounds for the games. Not a realistic idea, clearly, but a fun one.

    • @Drekromancer
      @Drekromancer 2 หลายเดือนก่อน

      I'd LOVE to see a video where someone tried this.

    • @Drekromancer
      @Drekromancer 2 หลายเดือนก่อน

      I'd LOVE to see a video where someone tried this.

  • @pixels_per_minute
    @pixels_per_minute หลายเดือนก่อน

    If anyone wonders why Baulder's Gate 3 is as big as it is, this is why.

  • @justinhoffman1111
    @justinhoffman1111 หลายเดือนก่อน +2

    Thor using 32bit 96k Wav files haha

  • @George-q6y3g
    @George-q6y3g 2 หลายเดือนก่อน +4

    Can you tell me what audio compression you use (if any)? Are they WAV, or some other kind of lossless or lossless compression. MP3? Just wondering because I'm in school for audio engineering right now

    • @GrandHighGamer
      @GrandHighGamer 2 หลายเดือนก่อน +3

      He uses gamemaker which compresses files with ogg vorbis, which unreal and unity also use. Bigger studios may use engines that have some other proprietary compression. I wouldn't expect many using uncompressed wav files for stuff like music though, as the file size would get enormous fast (see: titanfall 2). If you're talking about 'unimported' audio not yet in game, it'd always be .wav though. MP3 is an old format that doesn't compress very well (compared to newer formats like ogg's successor Opus) and also has license fees/restrictions, and while .flac (a lossless compression format) may sometimes be used it also would take more time to decompress. If you're working in wav you'll be fine, I wouldn't expect any workflow not to start with a lossless uncompressed format that then gets converted into whatever the final software needs.

    • @George-q6y3g
      @George-q6y3g 2 หลายเดือนก่อน +2

      @@GrandHighGamer everything is typically started in WAV but it's enormous in file size. So compressed audio makes sense. MP3 isn't ideal either because of the artifacts that are created during compression. FLAC makes sense because it's a higher resolution compression, so I assumed FLAC. But OGG also creates artifacts I thought 🤔

    •  2 หลายเดือนก่อน

      @@George-q6y3g OGG is very common because it's not riddled with licensing BS like MP3 is, and it is quite comparable, if not slightly better than MP3 in terms of quality per bitrate (but it is definitely not lossless :)).

    • @sig4311
      @sig4311 2 หลายเดือนก่อน

      ​@user-cq5eh9zt8p Mate every Web radio ever is broadcasted using ogg these days. Sure the early days of the format were not shiny but modern ogg is mighty fine.

    • @George-q6y3g
      @George-q6y3g 2 หลายเดือนก่อน

      ​@@sig4311that's broadcasting, I'm talking about data compression which is different

  • @GreyKnightsVenerable
    @GreyKnightsVenerable หลายเดือนก่อน

    Processing audio also puts more strain on your brain; the computer everyone has from birth.

  • @thelegobuilder623
    @thelegobuilder623 หลายเดือนก่อน

    Remember everyone, the demo may be free but you have to pay for the demo if you want audio 🙂

  • @Maelthorn1337
    @Maelthorn1337 10 วันที่ผ่านมา

    I'm always blown away at how sloppy game developers are allowed to be in the modern era. So many games are massive in file size and run very inefficiently.
    And on the SNES, somehow Chrono Trigger exists on that little cartridge.

  • @Noritoshi-r8m
    @Noritoshi-r8m หลายเดือนก่อน

    Maybe its time for a new audio format

  • @yoshimori_hero
    @yoshimori_hero หลายเดือนก่อน +1

    computers with integrated graphics from 10 years ago? So my computer?

  • @simonebernacchia5724
    @simonebernacchia5724 2 หลายเดือนก่อน +3

    Maybe, just MAYBE you should use tracker files like xm?

    • @OfficialDJSoru
      @OfficialDJSoru หลายเดือนก่อน

      Was gonna suggest this. Can't get lower filesize audio than this unless you resort to pure midi

  • @jonathanmcculley3728
    @jonathanmcculley3728 หลายเดือนก่อน +1

    Is this why games require 70+GB of download space ??

  • @crackedemerald4930
    @crackedemerald4930 2 หลายเดือนก่อน +4

    i didn't expect this game to have lesbian caracal, bara lion and emo sheep

  • @SpeedyGwen
    @SpeedyGwen หลายเดือนก่อน +1

    if ur audio is taking the majority of the space in ur game, there is probably an optimisation issue

  • @5641616341485
    @5641616341485 2 หลายเดือนก่อน

    .