Earlier quoted context omitted.
The uncompressed audio was on purpose to manage CPU usage, you can find quotes explaining this in interviews. https://www.escapistmagazine.com/titanfall-dev-explains-the-... I can attest that MP3 and OGG decompression (the two audio codecs that would have likely been used at the time) are both pretty slow. It adds up.
What a bunch of absolute horse shit. MP3 isn't slow. I was playing MP3s on a 100 Mhz 486 DX4 in 1996. Certainly a system in 2014 can handle decompressing MP3s on the fly. Even if you didn't want to do it on the fly during game play, they easily could have been decompressed at load time and it would have taken only a couple seconds. It's not like ENTIRE 35 GB of audio needed to be loaded all at once, nobody had that R…
The minimum requirements to play this game were a 200MHz CPU w/ MMX and 64MB RAM - I was pretty close to this baseline. So anyway, I discovered that the game played at much better FPS (like 30 instead of 5) if you turned the music off - but only when playing MP3 - CD Audio had no hit. Now perhaps the game used a sub-par audio codec, but that single MP3 decode stream was enough to make the game unplayable.
Anyway that's not to say that I would expect MP3 decoding to be a problem in 2014, in fact you can likely play audio with no noticable increase on CPU usage, but when you have multi-stream audio (think voices, background music, sound effects from various channels - guns, explosions, etc.) I can see it starting to add up - especially when the CPU is already constrained for the graphics, game logic and perhaps of course everyone's favourite anti-piracy/anti-cheat logic.
[^1] For younger readers, yes, CD Drives used to come with built-in DACs and a special cable you could hook directly into the audio card, allowing you to listen to CD Audio on PC for "basically" free in terms of CPU cycles.