I don’t believe audio shows up in Texture memory, that’s for images only. I also don’t think audio shows up in the Lua memory either.
8bit images or 24bit (well 32 with alpha channel) all unpack into 32bit images. They are rectangular arrays of pixels and and there are 4 arrays (in effect) per image (called color channels), one red, one green, one blue, and one alpha. Think of it as a 3D array. If your image is 480x640 then it will take up a 512x1024x4 block of memory. A 640x960 image will take up a 1024x1024x4 (or 4mb) of texture memory.
On the audio (and this impacts images too), the smaller it is on disc, the faster it is to read into the app. But once it’s unpacked a small MP3 or a larger WAV file occupy the same memory and it takes the same CPU to process it. With Audio though, bitrate and number of channels affects the overall memory size and CPU use too. Stereo, high bit-rate audio tracks don’t compress as well as mono, low bitrate tracks, so they will be bigger on disc, and by nature take up more memory.
[import]uid: 199310 topic_id: 35842 reply_id: 143402[/import]