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I actually don't have an issue with load times as the system in use is an laptop with an SSD running Win10.
CPU Intel i5 2.6GHz and crappy intel GFX.

My optimised images version doesn't make much impact on the overall distro size, but it seems I can now use the non-potato mode fine but with the shader options off.
It does seem to be worth the effort but is one of those things you won't know for sure til you do it.
I understand it is often engine dependent, and how those resources get used and how many etc.

I should point out I have been optimising resources for games since the 16bit Amiga days, and am usually involved in a few Unreal engine projects.
Optimising is second nature now.

Yeah with the audio always try to mix up into the workspace available, rather than down or the lack of effective bandwidth means audio compromises don't always work.
Tiny spot effects without much variation in sound or pitch for example can be saved at a frequency just above the frequency they actually use. That is the ultimate in audio optimising but is time consuming and not needed these days.
I would still recommend dropping most of the clips to mono which will halve the amount of channels needed for mixing, allowing for the samples to not tread on each other.
The music and complex sounds need the bandwidth of the full DVD 48k stereo, but vocal clips can be at a lower than CD quality without noticeable degradation as the human voice does not carry all those high frequencies. 44k mono would be more than enough, unless the samples have panning and complex ambience.

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Hey, sorry for delay! Glad to know optimized assets improve performance :D I asked if you were a Linux user, because they often provide great feedback about specific things, and your first post was similar. Looks like I wasn't wrong about your technical knowledge!

We've been making games for quite a while, but mixing of sounds is something we should investigate further. For some reason we don't yet know, some sounds are louder than others. This is regardless of sample volume. I believe it might something to do with frequencies, sample rate or something. A quick & dirty hack we do, is to reproduce the same sound twice, so it gets louder. For example, in this game, armor_break1.ogg - armor_break2.ogg sounds. This doesn't always work. However, the library we use, automatically decreases music volume when other sfx is playing, so that's good. So, yeah, we have volume issues. If you happen to know why, it would be insanely helpful!

Oh, so, you mean, that if the sample doesn't have stereo information, then it should be mono, right?

Thanks for your feedback again <3