Skip to content

Audio Design

🎵 Audio Direction

Overall Audio Style

  • Genre: [e.g., Orchestral, Electronic, Ambient, Rock]
  • Mood: [e.g., Dark and Atmospheric, Upbeat and Energetic, Mysterious]
  • Tone: [e.g., Cinematic, Minimalist, Retro, Modern]

Audio Pillars

  1. [Pillar 1]: [e.g., "Immersive Soundscapes", "Dynamic Music"]
  2. [Pillar 2]: [e.g., "Clear Audio Feedback", "Spatial Audio"]
  3. [Pillar 3]: [e.g., "Performance Optimized", "Accessible Design"]

🎼 Music Design

Musical Style

  • Primary Genre: [e.g., Orchestral, Electronic, Acoustic, Hybrid]
  • Secondary Elements: [e.g., Choir, Synthesizers, Traditional instruments]
  • Tempo Range: [e.g., 60-140 BPM]
  • Key Signatures: [e.g., Minor keys for tension, Major for triumph]

Composition Approach

  • Melodic Style: [e.g., Leitmotif system, Ambient textures, Rhythmic patterns]
  • Harmonic Language: [e.g., Dissonant, Consonant, Modal, Atonal]
  • Rhythmic Patterns: [e.g., Complex polyrhythms, Simple 4/4, Irregular meters]

Dynamic Music System

  • Layers: [Number of musical layers that can be mixed]
  • Transitions: [How music changes between states]
  • Triggers: [What events cause music changes]
  • Seamless Loops: [How music loops without interruption]

🔊 Sound Effects

SFX Categories

Environmental Audio

  • Ambient Sounds: [e.g., Wind, Rain, City noise, Nature sounds]
  • Atmospheric: [e.g., Echoes, Reverb, Distance effects]
  • Weather: [e.g., Thunder, Rain on surfaces, Wind through trees]

Interactive Audio

  • Player Actions: [e.g., Footsteps, Jumping, Interacting]
  • Object Sounds: [e.g., Door creaks, Metal clangs, Glass breaking]
  • UI Sounds: [e.g., Button clicks, Menu transitions, Notifications]

Combat Audio (if applicable)

  • Weapon Sounds: [e.g., Gunshots, Sword clashes, Impact sounds]
  • Impact Effects: [e.g., Hits, Explosions, Destructible objects]
  • Character Audio: [e.g., Grunts, Shouts, Death sounds]

Audio Quality Standards

  • Sample Rate: [e.g., 44.1kHz, 48kHz]
  • Bit Depth: [e.g., 16-bit, 24-bit]
  • Format: [e.g., WAV, OGG, MP3]
  • Compression: [e.g., Vorbis, ADPCM, Uncompressed]

🎧 Voice Acting

Character Voices

  • Main Character: [Voice characteristics, personality traits]
  • Supporting Characters: [Voice variety, distinct characteristics]
  • Narrator: [Style, tone, delivery approach]

Dialogue System

  • Recording Quality: [Professional studio standards]
  • Language Support: [e.g., English, Spanish, French, German]
  • Subtitle Integration: [Text display with audio]
  • Lip Sync: [Matching audio to character animation]

Voice Direction

  • Emotional Range: [e.g., Calm to intense, Subtle to dramatic]
  • Delivery Style: [e.g., Natural, Theatrical, Conversational]
  • Character Consistency: [Maintaining voice across all dialogue]

🎚️ Audio Implementation

Audio Engine

  • Primary Engine: [e.g., Wwise, FMOD, Unity Audio, Unreal Audio]
  • 3D Audio: [Spatial audio implementation]
  • Occlusion: [Sound blocking by objects]
  • Reverb Zones: [Environmental audio processing]

Audio Mixing

  • Master Volume: [Overall game volume level]
  • Category Volumes: [Music, SFX, Voice, Ambient levels]
  • Dynamic Range: [Loudness standards and compression]
  • Ducking: [Automatic volume reduction for important audio]

Performance Optimization

  • Audio Streaming: [How large audio files are handled]
  • Compression: [Audio file compression for performance]
  • Memory Management: [Audio memory allocation and cleanup]
  • CPU Usage: [Audio processing performance targets]

🎵 Music Implementation

Adaptive Music System

  • State-Based: [Music changes based on game state]
  • Layered Approach: [Multiple tracks that can be mixed]
  • Smooth Transitions: [Seamless music changes]
  • Player-Driven: [Music responds to player actions]

Music Cues

  • Combat Music: [High-intensity musical moments]
  • Exploration Music: [Ambient, atmospheric tracks]
  • Menu Music: [UI and menu background music]
  • Victory/Defeat: [Success and failure musical feedback]

Music Structure

  • Intro: [How music begins]
  • Loop: [Main musical content that repeats]
  • Outro: [How music ends or transitions]
  • Variations: [Different versions of the same theme]

🔊 Spatial Audio

3D Audio Implementation

  • Distance Attenuation: [How sound fades with distance]
  • Directional Audio: [Stereo and surround sound positioning]
  • Height Audio: [Vertical sound positioning]
  • Doppler Effect: [Frequency changes for moving objects]

Environmental Audio

  • Reverb Zones: [Different acoustic environments]
  • Occlusion: [Sound blocking by walls and objects]
  • Reflection: [Sound bouncing off surfaces]
  • Absorption: [Sound absorption by materials]

🎧 Accessibility

Audio Accessibility

  • Visual Audio: [Visual indicators for audio cues]
  • Subtitles: [Text alternatives for dialogue and important sounds]
  • Audio Descriptions: [Narration for visual-only content]
  • Volume Controls: [Individual volume sliders for different audio types]

Hearing Impaired Support

  • Visual Feedback: [Visual representation of audio events]
  • Haptic Feedback: [Vibration for audio cues]
  • Text Alternatives: [Written descriptions of audio content]
  • Customizable Audio: [Options to adjust audio for different hearing needs]

🎵 Audio Pipeline

Asset Creation

  • Recording: [Professional recording standards]
  • Editing: [Audio editing software and techniques]
  • Processing: [EQ, compression, effects processing]
  • Mastering: [Final audio preparation and optimization]

Integration Process

  • Import: [How audio gets into the game engine]
  • Implementation: [Setting up audio in the game]
  • Testing: [Audio quality and performance testing]
  • Optimization: [Final performance tuning]

Quality Assurance

  • Audio Review: [Quality and style consistency]
  • Technical Review: [Performance and compatibility]
  • Playtesting: [Audio experience testing]
  • Final Approval: [Ready for release]

🎚️ Audio Tools & Software

Creation Tools

  • DAW: [e.g., Pro Tools, Logic Pro, Cubase, Reaper]
  • Sample Libraries: [e.g., Kontakt, Omnisphere, Serum]
  • Field Recording: [e.g., Zoom H4n, Rode microphones]
  • Audio Processing: [e.g., iZotope, FabFilter, Waves]

Implementation Tools

  • Audio Engine: [e.g., Wwise, FMOD, Unity Audio, Unreal Audio]
  • Middleware: [Audio middleware for advanced features]
  • Profiling: [Audio performance analysis tools]
  • Testing: [Audio testing and debugging tools]

🎧 Platform Considerations

PC Audio

  • Sound Cards: [Compatibility with different audio hardware]
  • Surround Sound: [5.1, 7.1 surround support]
  • High-Resolution Audio: [High-quality audio output]
  • Latency: [Audio latency considerations]

Console Audio

  • PlayStation: [PS5 audio features and requirements]
  • Xbox: [Xbox Series X/S audio capabilities]
  • Nintendo Switch: [Switch audio limitations and optimization]

Mobile Audio

  • iOS: [iPhone/iPad audio capabilities]
  • Android: [Android audio system compatibility]
  • Battery Life: [Audio processing impact on battery]
  • Headphone Support: [Wired and wireless headphone compatibility]

🎵 Audio Standards

Technical Standards

  • Loudness: [e.g., -23 LUFS for broadcast, -16 LUFS for streaming]
  • Dynamic Range: [e.g., 20dB dynamic range minimum]
  • Frequency Response: [e.g., 20Hz-20kHz full range]
  • Distortion: [e.g., <1% THD maximum]

Quality Checklist

  • [ ] Audio matches game style and mood
  • [ ] Proper volume levels and mixing
  • [ ] No audio artifacts or distortion
  • [ ] Smooth transitions and loops
  • [ ] Performance optimized
  • [ ] Accessibility features implemented
  • [ ] Platform compatibility verified
  • [ ] Final quality approval received

🎧 Audio Testing

Testing Procedures

  • Audio Quality: [Listening tests for audio fidelity]
  • Performance: [CPU and memory usage testing]
  • Compatibility: [Testing across different platforms]
  • Accessibility: [Testing accessibility features]

Playtesting Focus

  • Audio Experience: [How audio enhances gameplay]
  • Feedback Clarity: [How well audio communicates game state]
  • Immersion: [How audio creates atmosphere]
  • Performance: [Audio impact on game performance]

This audio design document should be referenced by all audio team members and updated as the audio direction evolves.

Released under the MIT License.