Yeahhh I was going to say that both new consoles having dedicated audio hardware could cause this to shift as the generation continues.Well, I guess we know which studio Mark Cerny is refering here, lol
"There's a pecking order within the game teams. The graphics folks get the lion's share of the hardware resources and the audio team has to struggle to get much anything at all," says Cerny. Once, while briefing a developer on the PS5′s high performance audio processor, he says he was told, "Great, we'll use that unit for AI." During one of his studio tours, Cerny recalled meeting 120 workers — none of whom worked in audio.
IIRC Titanfall 1 had this issue where they shipped uncompressed audio for multiple languages and the size of that game was fucking enormous at the time.You have to wonder how much of this is due to poor content delivery systems.
Last-gen in particular, many games were hugely inflated in size due to shipping content that most people were never going to use.
I'm only ever going to want to listen to the original language track, or the English version.
Many AAA games are delivering audio tracks for 5+ languages, and compress the hell out of the audio to keep the size down. Give me the language I need at 1/5 the compression rather than five highly compressed tracks.
Some games were even delivering multiple copies of pre-rendered videos, rather than using a single video and multiple audio tracks to go along with it. Resident Evil Remake HD delivered its videos in three different resolutions on PC for some reason.