Tips for implementing audio and music?

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!

Thanks for all the suggestions!

I've attached below the very basic text program I've made to figure out the basics. It's currently loaded with two of the sounds that sound fine in the simulator but are practically impossible to hear on the actual device. Attached both the whole project and the .pdf if that's useful. Press A to hear one of the sounds, B to hear the other.

It sounds like it's likely just the simple fact that the device struggles with low-end frequencies is the problem I'm encountered...

soundTest.pdx.zip (3.7 MB)
soundTest.zip (3.8 MB)

Just tried and through the headphones it sounds largely the same through the simulator and through the actual device. Quiet, but actually audible unlike through the Playdate's speaker.