Currently, developers are only limited to importing .mp3 and .ogg files. Although these do the job, the audio quality is quite abysmal as they are lossy formats. Audio is consequently left with a lack of polish, and in the case of music, can make the instruments sound detuned. Higher and lower frequencies are cut off and left sounding choppy. A perfectly fine-sounding hi-hat and cymbal or acoustic bass will have their volumes dramatically reduced and will sound staticky. These formats are often described as “dirty” or “musty”. .flac is a lossless audio format and thus does not suffer from these problems.
Here, both of a snippet of a track was sampled at 44100Hz. Headphones are reccomended:
wav (lossless)
mp3 (lossy)
Discourse doesn’t support .flac, so .wav was used.
Here’s a spectrogram of the .flac audio (left), .mp3 file (middle), and the difference (right):
As you can see, there is major cutoff that’s visible on the higher frequencies, as well as an unfathomable number of approximations shown as noise on the difference graph.
Understandably, .wav or .AIFF file types are not supported due to their immense file sizes. However, the .flac file type is significantly smaller than .wav and .AIFF (compressing to less than half of a .wav file!). .flac is also an industry-standard audio file type, and is used in popular audio streaming services like Spotify and Apple Music (Apple converts .flac files into their own audio codec, which is also lossless), as well as popular game engines such as Unity and Unreal Engine.
This would improve the experience of many developers as it will open the gates to higher-quality audio playback, thus making in-game audio sound more polished instead of musty.