Hi,
I'm in the process of writing my second game and as part of the ‘lessons learnt' from game #1, I'm investing a lot more work in presentation / auxiliary information, including sounds.
For game #1, I had minimal music, and consumed it as wav files. Which lead to ~2.5 minutes of music and about 50MB of disc space. For simplicity's sake, I used the wav loader code from the DirectXToolkit (modified very slightly) so that everything was brought into memory and then played from there.
With game #2, I've commissioned about 20 minutes of music and so the idea of converting everything to wav files, loading them and keeping the data in memory permanently etc, probably isn't going to work. The game itself is raw c++ and uses the DirectXToolkit to play the existing wav files. Under the covers, this uses XAudio2.
My, quite possibly naïve (and apologies if this sounds stupid, audio very much isn't my thing), initial approach was to use ogg files instead of mp3 files to avoid any licensing questions. Looking online, the only starting material that I can find is the following link - https://www.gamedev.net/forums/topic/496350-xaudio2-and-ogg/ - however, it's a decade+ old and was wondering if there's a better way / an updated guide?
Does anyone have any recommendations / starting guides / can point me in the right direction as to what to do here please?
Thanks
Steve