| name | game-audio |
| description | Game audio principles. Sound design, music integration, adaptive audio systems. |
| allowed-tools | Read, Glob, Grep |
Game Audio Principles
Sound design and music integration for immersive game experiences.
1. Audio Category System
Category Definitions
| Category |
Behavior |
Examples |
| Music |
Looping, crossfade, ducking |
BGM, combat music |
| SFX |
One-shot, 3D positioned |
Footsteps, impacts |
| Ambient |
Looping, background layer |
Wind, crowd, forest |
| UI |
Immediate, non-3D |
Button clicks, notifications |
| Voice |
Priority, ducking trigger |
Dialogue, announcer |
Priority Hierarchy
When sounds compete for channels:
1. Voice (highest - always audible)
2. Player SFX (feedback critical)
3. Enemy SFX (gameplay important)
4. Music (mood, but duckable)
5. Ambient (lowest - can drop)
2. Sound Design Decisions
SFX Creation Approach
| Approach |
When to Use |
Trade-offs |
| Recording |
Realistic needs |
High quality, time intensive |
| Synthesis |
Sci-fi, retro, UI |
Unique, requires skill |
| Library samples |
Fast production |
Common sounds, licensing |
| Layering |
Complex sounds |
Best results, more work |
Layering Structure
| Layer |
Purpose |
Example: Gunshot |
| Attack |
Initial transient |
Click, snap |
| Body |
Main character |
Boom, blast |
| Tail |
Decay, room |
Reverb, echo |
| Sweetener |
Special sauce |
Shell casing, mechanical |
3. Music Integration
Music State System
Game State → Music Response
│
├── Menu → Calm, loopable theme
├── Exploration → Ambient, atmospheric
├── Combat detected → Transition to tension
├── Combat engaged → Full battle music
├── Victory → Stinger + calm transition
├── Defeat → Somber stinger
└── Boss → Unique, multi-phase track
Transition Techniques
| Technique |
Use When |
Feel |
| Crossfade |
Smooth mood shift |
Gradual |
| Stinger |
Immediate event |
Dramatic |
| Stem mixing |
Dynamic intensity |
Seamless |
| Beat-synced |
Rhythmic gameplay |
Musical |
| Queue point |
Next natural break |
Clean |
4. Adaptive Audio Decisions
Intensity Parameters
| Parameter |
Affects |
Example |
| Threat level |
Music intensity |
Enemy count |
| Health |
Filter, reverb |
Low health = muffled |
| Speed |
Tempo, energy |
Racing speed |
| Environment |
Reverb, EQ |
Cave vs outdoor |
| Time of day |
Mood, volume |
Night = quieter |
Vertical vs Horizontal
| System |
What Changes |
Best For |
| Vertical (layers) |
Add/remove instrument layers |
Intensity scaling |
| Horizontal (segments) |
Different music sections |
State changes |
| Combined |
Both |
AAA adaptive scores |
5. 3D Audio Decisions
Spatialization
| Element |
3D Positioned? |
Reason |
| Player footsteps |
No (or subtle) |
Always audible |
| Enemy footsteps |
Yes |
Directional awareness |
| Gunfire |
Yes |
Combat awareness |
| Music |
No |
Mood, non-diegetic |
| Ambient zone |
Yes (area) |
Environmental |
| UI sounds |
No |
Interface feedback |
Distance Behavior
| Distance |
Sound Behavior |
| Near |
Full volume, full frequency |
| Medium |
Volume falloff, high-freq rolloff |
| Far |
Low volume, low-pass filter |
| Max |
Silent or ambient hint |
6. Platform Considerations
Format Selection
| Platform |
Recommended Format |
Reason |
| PC |
OGG Vorbis, WAV |
Quality, no licensing |
| Console |
Platform-specific |
Certification |
| Mobile |
MP3, AAC |
Size, compatibility |
| Web |
WebM/Opus, MP3 fallback |
Browser support |
Memory Budget
| Game Type |
Audio Budget |
Strategy |
| Mobile casual |
10-50 MB |
Compressed, fewer variants |
| PC indie |
100-500 MB |
Quality focus |
| AAA |
1+ GB |
Full quality, many variants |
7. Mix Hierarchy
Volume Balance Reference
| Category |
Relative Level |
Notes |
| Voice |
0 dB (reference) |
Always clear |
| Player SFX |
-3 to -6 dB |
Prominent but not harsh |
| Music |
-6 to -12 dB |
Foundation, ducks for voice |
| Enemy SFX |
-6 to -9 dB |
Important but not dominant |
| Ambient |
-12 to -18 dB |
Subtle background |
Ducking Rules
| When |
Duck What |
Amount |
| Voice plays |
Music, Ambient |
-6 to -9 dB |
| Explosion |
All except explosion |
Brief duck |
| Menu open |
Gameplay audio |
-3 to -6 dB |
8. Anti-Patterns
| Don't |
Do |
| Play same sound repeatedly |
Use variations (3-5 per sound) |
| Max volume everything |
Use proper mix hierarchy |
| Ignore silence |
Silence creates contrast |
| One music track loops forever |
Provide variety, transitions |
| Skip audio in prototype |
Placeholder audio matters |
Remember: 50% of the game experience is audio. A muted game loses half its soul.