I don't think it's fair to assume that because I set "Audio = none".
Well maybe not in your particular case because I was unable to produce 6mb executables.
DirectSound and OpenGL 1.1 without extensions disabled
DirectSound and OpenGL 1.1 with extensions disabled
OpenAL and OpenGL 1.1 with extensions disabled
DirectSound and Direct3D9.0 with extensions disabled
DirectX produces the smallest executable sizes because most of what it needs is already included in Windows including the DirectX end user runtime. Like I said before since Studio now uses only OpenAL on all platforms including Windows, which is very assinine, it produces comparable exe sizes with ENIGMA, but when ENIGMA compiles with the regular Windows API for things like audio and graphics the executable sizes are much much smaller. ENIGMA does not have a problem at all, the issue is trying to use OpenAL and OpenGL on Windows, which is just unnecessary on Linux those are smaller too because all of that stuff is packaged already.
Everybody complained about those cubes executable size and why OpenGL was 6mb's, it was 6mb's because it's OpenGL compiled for Windows, but everybody missed the fact that Direct3D came out the same size as Studio except the DirectX End User Runtime was compiled directly inside the executable.
I doubt crackling noises is the reason the exe's are that big. But I did update, no change in size.
I didn't say the crackling was causing your problem, but if you tried to compile a game on my older version of DirectSound it would have most likely segfaulted because it never read the WAVE header, that is why I was telling you to update before you try it just to make sure you didn't run into compile problems during this test.
And even the 3mb should be cut down.
Yes that should be our objective, but as you can already see if you use DirectX you do get much smaller executable sizes, because it only has to run on Windows, where the runtime is usually already installed.
This is the entire reason I started righting DirectX into some of our systems and extensions. A truly cross-platform game engine would take the native API's for every platform and properly abstract and bridge them. People might as well stop saying Studio is cross-platform as well especially when it forces OpenAL on all platforms instead of using XAudio where it should be.