On 05/09/2017 04:12 AM, Ethan Watson wrote:
In this case, the cost of decompressing audio on the CPU was either unfeasible in real time or increased load times dramatically during load times. Loading uncompressed audio off the disk was legitimately an optimisation in both cases.
I'm surprised it would've made that much of a difference, I'd grown accustomed to seeing audio decoding as computationally cheap on even low-end hardware.
But then again, I suppose the average level of a modern AAA game may involve a bit more audio data than the average MP3 song (not to mention a lot more audio streams playing simultaneously), and is already maxing the hardware as much as it can.
