You don’t necessarily have to package the audio file with the app if you can host it somewhere and download it when you channel/app starts. cachefs would be a good place for it.
I just saw I was tagged here. I actually just got done figuring out how to include a full soundtrack which was almost 200MB originally. Basically my solution was to use ffmpeg to reduce the file size as much as possible without losing too much quality.
Years ago I was attempting to build an XM module player. I never got it to work correctly but it does make noise. It would parse the file and generate a short wave file that I would play as an audio resource. At the end of processing the audio I don’t know how much headroom would be available for gameplay though.
In the end my solution is similar to Romans_I_XVI. There is always hosting the audio elsewhere, but for a game I would rather have the audio available even if the internet is unavailable.
The manifest entry for game=1 was supposed to eliminate some audio issues like gaps in sequential playing of audio tracks. I don’t know if it actually fixed anything. Any device after the Roku 3 has had a big gap between audio in a playlist so loops don’t work well.
game
integer
Available since Roku OS 9
All game channels must add the game manifest entry to their manifest file. This flag prevents the channel from having audio/sound effects delays in the game.
game=1
I have never noticed a sidebar when playing audio player or audio resource.