Game audio skill

Game audio principles.

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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.

1---
2name: game-audio
3description: Game audio principles. Sound design, music integration, adaptive audio systems.
4allowed-tools: Read, Glob, Grep
5---
6 
7# Game Audio Principles
8 
9> Sound design and music integration for immersive game experiences.
10 
11---
12 
13## 1. Audio Category System
14 
15### Category Definitions
16 
17| Category | Behavior | Examples |
18|----------|----------|----------|
19| **Music** | Looping, crossfade, ducking | BGM, combat music |
20| **SFX** | One-shot, 3D positioned | Footsteps, impacts |
21| **Ambient** | Looping, background layer | Wind, crowd, forest |
22| **UI** | Immediate, non-3D | Button clicks, notifications |
23| **Voice** | Priority, ducking trigger | Dialogue, announcer |
24 
25### Priority Hierarchy
26 
27```
28When sounds compete for channels:
29 
301. Voice (highest - always audible)
312. Player SFX (feedback critical)
323. Enemy SFX (gameplay important)
334. Music (mood, but duckable)
345. Ambient (lowest - can drop)
35```
36 
37---
38 
39## 2. Sound Design Decisions
40 
41### SFX Creation Approach
42 
43| Approach | When to Use | Trade-offs |
44|----------|-------------|------------|
45| **Recording** | Realistic needs | High quality, time intensive |
46| **Synthesis** | Sci-fi, retro, UI | Unique, requires skill |
47| **Library samples** | Fast production | Common sounds, licensing |
48| **Layering** | Complex sounds | Best results, more work |
49 
50### Layering Structure
51 
52| Layer | Purpose | Example: Gunshot |
53|-------|---------|------------------|
54| **Attack** | Initial transient | Click, snap |
55| **Body** | Main character | Boom, blast |
56| **Tail** | Decay, room | Reverb, echo |
57| **Sweetener** | Special sauce | Shell casing, mechanical |
58 
59---
60 
61## 3. Music Integration
62 
63### Music State System
64 
65```
66Game State → Music Response
67│
68├── Menu → Calm, loopable theme
69├── Exploration → Ambient, atmospheric
70├── Combat detected → Transition to tension
71├── Combat engaged → Full battle music
72├── Victory → Stinger + calm transition
73├── Defeat → Somber stinger
74└── Boss → Unique, multi-phase track
75```
76 
77### Transition Techniques
78 
79| Technique | Use When | Feel |
80|-----------|----------|------|
81| **Crossfade** | Smooth mood shift | Gradual |
82| **Stinger** | Immediate event | Dramatic |
83| **Stem mixing** | Dynamic intensity | Seamless |
84| **Beat-synced** | Rhythmic gameplay | Musical |
85| **Queue point** | Next natural break | Clean |
86 
87---
88 
89## 4. Adaptive Audio Decisions
90 
91### Intensity Parameters
92 
93| Parameter | Affects | Example |
94|-----------|---------|---------|
95| **Threat level** | Music intensity | Enemy count |
96| **Health** | Filter, reverb | Low health = muffled |
97| **Speed** | Tempo, energy | Racing speed |
98| **Environment** | Reverb, EQ | Cave vs outdoor |
99| **Time of day** | Mood, volume | Night = quieter |
100 
101### Vertical vs Horizontal
102 
103| System | What Changes | Best For |
104|--------|--------------|----------|
105| **Vertical (layers)** | Add/remove instrument layers | Intensity scaling |
106| **Horizontal (segments)** | Different music sections | State changes |
107| **Combined** | Both | AAA adaptive scores |
108 
109---
110 
111## 5. 3D Audio Decisions
112 
113### Spatialization
114 
115| Element | 3D Positioned? | Reason |
116|---------|----------------|--------|
117| Player footsteps | No (or subtle) | Always audible |
118| Enemy footsteps | Yes | Directional awareness |
119| Gunfire | Yes | Combat awareness |
120| Music | No | Mood, non-diegetic |
121| Ambient zone | Yes (area) | Environmental |
122| UI sounds | No | Interface feedback |
123 
124### Distance Behavior
125 
126| Distance | Sound Behavior |
127|----------|----------------|
128| **Near** | Full volume, full frequency |
129| **Medium** | Volume falloff, high-freq rolloff |
130| **Far** | Low volume, low-pass filter |
131| **Max** | Silent or ambient hint |
132 
133---
134 
135## 6. Platform Considerations
136 
137### Format Selection
138 
139| Platform | Recommended Format | Reason |
140|----------|-------------------|--------|
141| PC | OGG Vorbis, WAV | Quality, no licensing |
142| Console | Platform-specific | Certification |
143| Mobile | MP3, AAC | Size, compatibility |
144| Web | WebM/Opus, MP3 fallback | Browser support |
145 
146### Memory Budget
147 
148| Game Type | Audio Budget | Strategy |
149|-----------|--------------|----------|
150| Mobile casual | 10-50 MB | Compressed, fewer variants |
151| PC indie | 100-500 MB | Quality focus |
152| AAA | 1+ GB | Full quality, many variants |
153 
154---
155 
156## 7. Mix Hierarchy
157 
158### Volume Balance Reference
159 
160| Category | Relative Level | Notes |
161|----------|----------------|-------|
162| **Voice** | 0 dB (reference) | Always clear |
163| **Player SFX** | -3 to -6 dB | Prominent but not harsh |
164| **Music** | -6 to -12 dB | Foundation, ducks for voice |
165| **Enemy SFX** | -6 to -9 dB | Important but not dominant |
166| **Ambient** | -12 to -18 dB | Subtle background |
167 
168### Ducking Rules
169 
170| When | Duck What | Amount |
171|------|-----------|--------|
172| Voice plays | Music, Ambient | -6 to -9 dB |
173| Explosion | All except explosion | Brief duck |
174| Menu open | Gameplay audio | -3 to -6 dB |
175 
176---
177 
178## 8. Anti-Patterns
179 
180| Don't | Do |
181|-------|-----|
182| Play same sound repeatedly | Use variations (3-5 per sound) |
183| Max volume everything | Use proper mix hierarchy |
184| Ignore silence | Silence creates contrast |
185| One music track loops forever | Provide variety, transitions |
186| Skip audio in prototype | Placeholder audio matters |
187 
188---
189 
190> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.
191 

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