I am working on a game and I've hit the memory limit a few times in development.
I'm wondering for songs/sounds that range from like 1-5 minutes - what is the optimal audio format respecting memory and CPU?
I currently render songs live with the synths in-game. I am wanting to add long noisy sound effects for like rain or wind. Would it be easier on the CPU and RAM for me to pre-render audio and use the fileplayer versus synthesizing it in-game using midi files?
I plan to use the playdate synths to generate all the game's audio, it's just a matter of what's easier on the device's components - MIDI versus WAV
Uncompressed WAV are easy on the CPU but WAV also takes a lot of RAM compared to MIDI. So if you already hit the memory limit, I recommend using MIDI instead of WAV.
@Nino did a comparison of the CPU usage between WAV and hardware synth and his conclusion was:
ADPCM is indeed the cpu-friendliest way of playing music