Help me understand how this is so. Do you mean as it sits on your hard drive, during development or your packaged game size?
Because as I mentioned above, audio is compressed on cook into formats that are either comparable or superior to mp3 (usually Ogg Vorbis or Opus). So when you package your game, audio assets are compressed.
Do you mean during run-time? If you’re having memory issues during run-time, then you might want to look at trading in CPU for memory by making more of your sounds real-time decode. That way they don’t completely decompress the whole sound on load.
I appreciate that there are a lot of free sound libraries or open sound libraries that archive their sounds in lossy formats like mp3, and I think that’s a good reason to eventually support a wider variety of formats on import. But I don’t quite understand the memory bloat complaint.