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 
- [Pillar 1]: [e.g., "Immersive Soundscapes", "Dynamic Music"]
- [Pillar 2]: [e.g., "Clear Audio Feedback", "Spatial Audio"]
- [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.
