Re: how to compile your sounds with your game

I wouldn't just use BGT and add my sounds to the EXE like that, though.
It doesn't modify the pack file. It just sticks it on the end of the EXE. If you can find where it starts, you can extract it.
You could also try having a function that returns a key rather than just using a string in set_sound_decryption_key, because if you just do that the key will end up sitting in memory.
Maybe hash a string in the function that returns the key and return that.

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