I got discouraged about using Ogg/Vorbis as well.
I’m currently pursuing two ideas. One is to see what can be done generating SF/X with FM synthesis (frequency modulation). The overhead for FM is remarkably light. Biggest cost is maybe two K for a good sized sine wave table. It’s just a matter of figuring out how to program the various needed SF/X. I’m hopeful as I have a good decade of DX7 programming behind me, including a fair number of SF/X in my library that can potentially be plundered. Hoping to make some more progress later in the week. (It COULD also be a way to encode and play back musical ditties.)
What kind of SF/X exactly are you hoping for?
The second idea is to work off of samples, but in a more efficient fashion. The ClipTrack is the most recent thing I wrote. It works like a Clip, but allows one to replay with overlap, including playback at different speeds. I am thinking, also, the source data doesn’t have to be stereo, and there may be other ways to compact things. For example, using a form of granular synthesis, make continuous effects (rain, running water, fire, wind) from random assembly of a few fragments rather than multi-second samples. Or even just use a lower resolution in the storage. It can be totally arbitrary, as long as the operation to convert to the correct resolution is no more than a multiply. Maybe even A-law or mu-law quantization of the audio would work, as these are cheap in terms of cpu to decode (compared to mp3 or ogg/vorbis).
With the ClipTrack, for example, one can take a single sample of a bell, and play it back at several different speeds, making a melody. The gun shot effect I demo on this site
http://www.hexara.com/VSL/AudioMixerDemoWarOfWorlds.htm
kind of works as an explosion as well (again, different speeds). But slowed down effects are better if they originate in the distance, due to frequency rolloff.
I am happy to share any of this code (would be honored).