Re: what is bgt file sise limmits
The more important question for loading game assets is what are the limits of the machine you will be running on, not what are the limits of BGT. I would advise you to assume that you have at most one gigabyte of ram to play with for the program as a whole, to assume that your game logic will need 50MB to 100MB of that for itself, and to assume that audio assets will be anywhere from 4 to 10 times larger than they are on disk when loaded in memory (4 if it's .wav, roughly 6 to 8 if it's a lossless codec like flac, 10 or more if it's something lossy like ogg). If you start pushing these limits you will start not running well on low end machines.
To give you some idea what I mean by lossless versus lossy formats: Swamp is 800MB as .wav, 80MB as .ogg. You have to decode to an equivalent of .wav for in-memory use(i.e. not streaming, i.e. fast playback for bullets) which is your times 10 for that file, then you might be going to float32 from unsigned 16-bit, which is an additional times 2.
As a fun but useful fact, stereo .wav files as typically seen will be around 200kb give or take per second, around 12 MB give or take per minute, around 720 MB per hour. So you can (but shouldn't) load almost an hour of audio data into ram without streaming anything and you're still fine.
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