I want to cut back on my game's file size and music and SFX are taking up a good chunk.
If I make a song or sound effect at 120bpm and then apply a tempo and pitch doubling using a DAW or standalone program, then record the new double speed audio file, it ends up being half the original file size (because the song length is now halved). Then I use my game engine (Unity) to play back the 240bpm audio file at half speed, so now it sounds normal. No artifacts or distortion.
So here's the question: am I sacrificing anything like processing power in order to play it at half-speed? I am loading in a file that's half the size so there must be some kind of trade-off somewhere right? I have a feeling nobody in their right mind would do this but why not?