Apologies in advance for the broad question.
Essentially: I'm getting into the audio side of Playdate game dev very belatedly. To experiment, I'm using a lot of the existing sounds and music for a previous PC game I made. All .wavs. Using sampleplayer for SFX and fileplayer for music as Inside Playdate recommends.
Running in the simulator, everything works perfectly, no worries at all.
Running on the actual device, some of the sounds are very hard to hear even at full volume. I assume this is due to the hardware of the Playdate speaker and what it can and can't do.
Best solution I've found is to just use higher pitch sounds, like more retro beeps and blips. But then, there's a heap of Playdate games out there with really great audio, so I just wanted to reach out to see if I was missing anything in terms of best practices for either types of audio files used, particular ways of importing them into the SDK, etc. I've search around and found other posts with some really cool tools people have made to use synth etc. But any just general advice people have (or can link to) on how to broadly approach audio design for the Playdate would be greatly appreciated!