Game Audio
When to Use
When defining audio direction for a game — music, sound effects, and audio systems.
Core Jobs
1. Audio Direction Brief
Define the audio identity of the game:
- Genre reference: "Dark Souls meets No Man's Sky — orchestral tension with ambient electronic elements"
- Emotional targets per zone: dungeon (dread, tension), village (warmth, safety), boss (epic, urgency)
- Instrumentation palette: live orchestra? synth? folk instruments? hybrid?
- Reference tracks: 3–5 existing tracks that capture the target feel per zone
2. Music System Design
Types of music integration:
- Linear: pre-composed tracks, play and loop (simple, less reactive)
- Vertical layering: single track with stems that fade in/out based on game state
- Example: combat enters → percussion stem adds; enemy defeated → fade back to ambient
- Horizontal re-sequencing: different sections that transition based on state (Wwise adaptive music)
- Procedural: generated music (rare — used in No Man's Sky, some roguelites)
Define per area: which system, what states trigger transitions, how transitions work (crossfade, stinger, instant).
3. Sound Effects Specification
For each significant mechanic:
- Action trigger (what causes the sound?)
- Emotional intent (what should the player feel?)
- Audio character (short/long, high/low, synthetic/organic)
- Priority level (what gets ducked if audio budget is full?)
Critical sounds: weapon impact, footsteps on surfaces, UI feedback, damage received, death.
4. Technical Audio Budget
Per platform:
- Simultaneous voices: how many sounds at once? (mobile: 16–32, console: 64–128)
- Memory budget for loaded assets
- Streaming vs loaded: music streams, frequent SFX loaded into RAM
Key Outputs
- Audio direction brief
- Music system design document
- SFX specification per mechanic
- Technical audio budget
Anti-Patterns
- Music that doesn't change between combat and exploration
- Generic placeholder audio that ships ("we'll replace it later")
- No audio budget planning until console cert fails
- SFX designed without considering the emotional context
1---2name: game-audio3description: Use when writing a sound design brief, planning music direction, or building the audio systems specification for a game4---56# Game Audio78## When to Use9When defining audio direction for a game — music, sound effects, and audio systems.1011## Core Jobs1213### 1. Audio Direction Brief14Define the audio identity of the game:15- **Genre reference**: "Dark Souls meets No Man's Sky — orchestral tension with ambient electronic elements"16- **Emotional targets per zone**: dungeon (dread, tension), village (warmth, safety), boss (epic, urgency)17- **Instrumentation palette**: live orchestra? synth? folk instruments? hybrid?18- **Reference tracks**: 3–5 existing tracks that capture the target feel per zone1920### 2. Music System Design21Types of music integration:22- **Linear**: pre-composed tracks, play and loop (simple, less reactive)23- **Vertical layering**: single track with stems that fade in/out based on game state24 - Example: combat enters → percussion stem adds; enemy defeated → fade back to ambient25- **Horizontal re-sequencing**: different sections that transition based on state (Wwise adaptive music)26- **Procedural**: generated music (rare — used in No Man's Sky, some roguelites)2728Define per area: which system, what states trigger transitions, how transitions work (crossfade, stinger, instant).2930### 3. Sound Effects Specification31For each significant mechanic:32- Action trigger (what causes the sound?)33- Emotional intent (what should the player feel?)34- Audio character (short/long, high/low, synthetic/organic)35- Priority level (what gets ducked if audio budget is full?)3637Critical sounds: weapon impact, footsteps on surfaces, UI feedback, damage received, death.3839### 4. Technical Audio Budget40Per platform:41- Simultaneous voices: how many sounds at once? (mobile: 16–32, console: 64–128)42- Memory budget for loaded assets43- Streaming vs loaded: music streams, frequent SFX loaded into RAM4445## Key Outputs46- Audio direction brief47- Music system design document48- SFX specification per mechanic49- Technical audio budget5051## Anti-Patterns52- Music that doesn't change between combat and exploration53- Generic placeholder audio that ships ("we'll replace it later")54- No audio budget planning until console cert fails55- SFX designed without considering the emotional context