Okay reporting back (let me know if any of this is wrong...):
So some clarification - if its needed - here we are talking about Audio Files: that's the contents of the Audio Files folder in your project not the samples used in a Sampler, but the wav files used in Audio Loop Player or the Convolution reverb....
So if your number of Audio Files is so large that it will break the Visual Studio compiler - with the "out of heap space" error - then you will need to ship your Audio Files in a separate (external) resources file...
-- First make sure you have all the required wav files in the Audio Files folder:
-- Put this at the top of your script:
Engine.loadAudioFilesIntoPool();
-- Select: <Export Pooled Files for Binary Resource> from the <Export> Menu...
This will create a new folder in your Project called PooledResources
In this folder will be the following files:
AudioResources.dat
ImageResources.dat
MidiFiles.dat
SampleMaps.dat
(yeah it exports all the different types of media - dont worry you dont have use all of them)
-- in your Project Preferences make sure Embed Audio Files is unchecked
-- compile your project.....
Now you have a product that will look for Audio Files in the following location (it will report an error on start up if it cant find this):
{AppData}/<your company name>/<your product name>/AudioResources.dat
-- so you need your installer to make this folder if its not already there, and copy the AudioResources.dat file into this folder