Hi! I have quite a lot of small audio files that I use for procedural purposes but that I don’t really need to import into the project because I “combine them” based on gameplay and then run-time import the combined files, so I never actually use the separated files.
Is it possible to make sure the game build ships with these files without importing them into the engine?
Because the engine is slowed down a lot by these imported files, it takes 5 minutes just to open the project and the procedural assets are around the 700 MB size. I would like to expand the procedural library but if for 700MB it slows down so much I’m afraid it’s not going to be feasable.
You can change the audio files’ import mode to Keep in the Import dock, then use Godot’s runtime file loading to load the audio files:
Note that this may not suffice on its own to resolve performance issues in the editor. 4.4.beta has some improvements on this aspect, so I suggest trying it out after making a backup of your project.
Thank you very much! <3
I was already waiting on 4.4 release for a bunch of other updates audio related, I guess time has come to try the beta.
I was also thinking of another workaround:
I could keep developing with the files external to the engine as I’ve done until now and when I want to make a build I can compress the audio files folder into a zip, add the zip to the project, build it, and in the first launch of the game extract the files from the zip. It would add some wait time at the first launch/install, like many other games I guess, do you think it could work?