Audio Design for Games
Psychological principles and practical patterns for designing game audio that enhances player experience without causing fatigue or cognitive overload. This skill covers sound design philosophy, AI prompt engineering for audio generation, and technical specifications.
Related Skills
web-audio: Technical implementation patterns (AudioContext, preloading, cloneNode)
ux-feedback-patterns: Visual + audio feedback coordination
ux-animation-motion: Timing audio with visual animations
ux-accessibility: Reduced motion/audio preferences
Core Philosophy: Audio as Skill Atom Feedback
From Daniel Cook's Skill Atom framework, audio serves as immediate feedback that creates insight:
Action → Simulation → Feedback (AUDIO) → Insight
Key Principles:
- Proportional Feedback: Sound intensity matches action significance
- Melodic Hierarchy: Sounds build from simple to complex as achievements grow
- Error as Invitation: Failure sounds should redirect, not punish
- Fantasy Cohesion: All sounds share a unified palette creating consistent world
- No Cognitive Overload: Sounds inform, never overwhelm
Rule 1: Volume Hierarchy by Sound Type
Different sounds serve different psychological purposes and need balanced volumes.
| Sound Category |
Volume |
Frequency |
Psychology |
| Micro-feedback (hover, type) |
0.2–0.3 |
Very high |
Subtle confirmation, shouldn't fatigue |
| UI interaction (click, toggle) |
0.25–0.35 |
High |
Tactile feedback, responsive feel |
| Success/feedback |
0.3–0.5 |
Moderate |
Clear outcome signal |
| Warning/attention |
0.4–0.5 |
Low |
Noticeable but not alarming |
| Phase completion |
0.5–0.6 |
Low |
Meaningful milestone |
| Major achievement |
0.6–0.8 |
Rare |
Celebration, memorable |
| Background music |
0.15–0.25 |
Continuous |
Atmosphere, never dominate |
Why: Balanced audio creates professional feel. Loud frequent sounds cause fatigue; quiet celebrations feel anticlimactic.
Rule 2: Frequency Band Management (Anti-Masking)
Sounds must occupy distinct frequency bands to remain readable when played together.
Frequency Allocation
| Sound Type |
Primary Band |
HPF |
Notes |
| Sub-bass (rumble, impact) |
30–80 Hz |
None |
Use sparingly, causes mud |
| Bass (weight, power) |
80–200 Hz |
80 Hz |
Rock, thuds, explosions |
| Low-mid (body, warmth) |
200–500 Hz |
150–200 Hz |
Most sounds need HPF here |
| Mid (clarity, presence) |
500 Hz–2 kHz |
— |
Core content for most sounds |
| Upper-mid (detail, attack) |
2–4 kHz |
— |
Transients, consonants |
| Presence (brilliance) |
4–8 kHz |
— |
Air, shimmer |
| High (sparkle, air) |
8–16 kHz |
— |
Gentle, avoid harshness |
HPF (High-Pass Filter) Guidelines
HPF 100–150 Hz → Heavy impacts, bass elements
HPF 150–200 Hz → Standard UI, most game sounds
HPF 200–250 Hz → Light, airy sounds (sparkles, chimes)
HPF 250+ Hz → Ethereal, floating sounds
Why: Low frequencies mask each other and cause "mud." HPF keeps sounds clean and distinct.
Rule 3: Duration by Function
Sound length must match its psychological purpose.
| Function |
Duration |
Rationale |
| Micro-feedback (keystroke) |
50–120 ms |
Instant, doesn't interrupt |
| UI click/tap |
100–180 ms |
Responsive, crisp |
| Success feedback |
200–400 ms |
Satisfying but brief |
| Warning/alert |
250–500 ms |
Attention-getting |
| Phase celebration |
400–800 ms |
Meaningful pause |
| Major achievement |
600–1200 ms |
Memorable moment |
| Ambient loop |
Seamless |
Background atmosphere |
Tail Management
Critical: Keep tails tight to prevent audio pile-up.
Decay 100–250 ms → Snappy, rapid-fire safe
Decay 250–400 ms → Standard feedback
Decay 400–600 ms → Celebrations, important moments
Decay 600+ ms → Only for rare, significant events
Rule 4: Kind Games Audio Philosophy
From Daniel Cook's Kind Games framework, audio should support prosocial design:
Audio for Psychological Safety
| Goal |
Sound Design |
Anti-Pattern |
| Error as invitation |
Gentle questioning tone, descending then rising |
Harsh buzzer, punishment |
| Encouragement |
Warm, supportive tones |
Mocking or condescending |
| Progress celebration |
Proportional joy |
Over-the-top for minor achievements |
| Failure feedback |
Curious, "try again" feel |
Shame-inducing |
Error Sound Design
✅ Good: "Gentle descending three-note woodwind phrase, curious not sad"
✅ Good: "Soft 'hmm' with upward questioning inflection at end"
❌ Bad: "Harsh buzzer sound"
❌ Bad: "Sad trombone descending"
❌ Bad: "Game show failure sound"
Success Sound Hierarchy
Build a melodic progression that players learn to anticipate:
Micro: Single tone (sparkle, chime)
Small: Two-note ascending (success)
Medium: Three-note phrase (phase complete)
Major: Full flourish with resolution (achievement)
Epic: Orchestral swell with choir (milestone)
Rule 5: AI Audio Prompt Engineering (ElevenLabs)
When generating sounds via AI, use these prompt patterns for high clarity, low masking, non-musical UI readability.
Prompt Structure
[Sound description] + [Technical specs] + [Anti-patterns]
Technical Spec Template
"{description}, {frequency info} ({X}–{Y} kHz), HPF {Z} Hz,
{duration} ms, {decay/tail info}, no {anti-patterns}"
Frequency Descriptors
| Term |
Frequency Range |
Use For |
| "bright transient" |
2–4 kHz |
Attacks, clicks, impacts |
| "airy sheen/shimmer" |
8–12 kHz |
Magic, sparkles, ethereal |
| "low-mid body" |
200–500 Hz |
Warmth, weight |
| "mid presence" |
1–2 kHz |
Clarity, readability |
| "sub rumble" |
30–80 Hz |
Impact, power (use sparingly) |
Essential Anti-Patterns to Include
Always specify what to avoid in prompts:
"no melody" → Prevents musical interference with game music
"no pad/drone" → Prevents sustained tones that cause masking
"no reverb wash" → Keeps sound tight and readable
"no low-end buildup" → Prevents mud in mix
"no harsh highs" → Prevents ear fatigue
"no musical tone" → Keeps UI sounds non-distracting
"non-musical" → Reinforces UI intent
Rule 6: Sound Category Templates
UI Micro-Feedback
"Soft {material} {action}, {duration} ms, bright transient (2–4 kHz),
HPF {180–220} Hz, short decay {80–150} ms, no musical tone, no reverb."
Examples:
- "Soft wooden tok with subtle shimmer tail, 120 ms, bright 2–4 kHz, HPF 200 Hz"
- "Gentle paper rustle with airy top, 100 ms, HPF 180 Hz, no reverb"
Success/Completion
"Warm {instrument} {motion} with {quality} {overtone}, {duration} ms,
{frequency detail}, HPF {X} Hz, {decay} decay, non-melodic."
Examples:
- "Warm ascending harp glissando with gentle bell overtone, 350 ms"
- "Bright crystalline chime with soft shimmer tail, 300 ms, 8–12 kHz"
Error/Invalid
"Gentle {instrument} {motion}, {quality} not {negative}, {duration} ms,
HPF {X} Hz, reads as '{intention}'."
Examples:
- "Gentle descending three-note woodwind phrase, curious not sad, 400 ms"
- "Soft questioning hum with upward inflection, 300 ms, HPF 200 Hz"
Achievement/Celebration
"{Scale} {instrument} {action} with {detail}, {duration} ms,
{frequency}, {space} {wet%}, non-melodic."
Examples:
- "Full magical fanfare with shimmering strings, 800 ms, short room 0.3s 15% wet"
- "Grand orchestral flourish with bells and rising resolution, 1000 ms"
Impact/Action
"{Weight} {material} {action} + {secondary}, {duration} ms,
HPF {X} Hz, {decay}, no boom, no long tail."
Examples:
- "Heavy stone thud with brief debris ticks, 400 ms, HPF 150 Hz, dry"
- "Shield deflect: tight metallic ting with micro scrape, 150 ms"
Rule 7: Fantasy Theme Palette
For cohesive fantasy audio, maintain consistent instrument families:
Magical/Ethereal
- Chimes (crystalline, bell-like)
- Harps (warm, flowing)
- Wind instruments (airy, breathy)
- Sparkle textures (high shimmer)
Earthen/Natural
- Wood (soft toks, knocks)
- Stone (thuds, scrapes)
- Organic (sprouts, rustles)
- Water (drips, flows)
Metal/Martial
- Sword (slices, clangs)
- Shield (deflects, impacts)
- Armor (clinks, rattles)
- Mechanical (clicks, locks)
Mystical/Divine
- Choir textures (soft "ahh")
- Bells (resonant, pure)
- Shimmer (ascending)
- Glow sounds (warm hum)
Rule 8: Multi-Instance Handling
When sounds may trigger simultaneously (40+ players casting), apply these modifiers:
Layered Event Prompt Modifier
"40 layered one-shots, onset jitter 10–40 ms, pitch variance ±2–4 semitones,
wide stereo distribution, HPF consistent, subtle short room 0.2–0.3 s at 8–12% wet,
avoid masking and low-end buildup, preserve transient clarity."
Key Techniques
| Technique |
Purpose |
| Onset jitter (10–40 ms) |
Prevents phase cancellation |
| Pitch variance (±2–4 semi) |
Creates natural variation |
| Stereo distribution |
Spatial separation |
| Short room (0.2–0.3s, 8–12%) |
Cohesion without wash |
| Consistent HPF |
Prevents mud accumulation |
Rule 9: Accessibility Considerations
Reduced Audio for Motion Sensitivity
Some users prefer reduced audio stimulation with reduced motion:
// Audio should respect prefers-reduced-motion
const reduceAudio = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
if (reduceAudio) {
// Use simpler, shorter sounds
// Reduce celebration intensity
// Skip non-essential feedback sounds
}
Non-Audio Alternatives
Every sound should have a visual equivalent:
- Micro-feedback → Visual pulse/glow
- Success → Color flash + checkmark
- Error → Shake animation + icon
- Achievement → Badge animation
Rule 10: Testing Checklist
Before finalizing sounds:
Example: Fantasy Phonics Sound Design
Complete Sound Specification
| Sound |
Prompt |
Vol |
Duration |
sparkle |
"Soft twinkling chime like fairy dust falling, brief delicate whispered magic, 2–4 kHz transient + 8–12 kHz shimmer, HPF 220 Hz, 100 ms, no musical tone" |
0.25 |
100 ms |
success |
"Warm ascending harp glissando with gentle bell overtone, spell completing successfully, 2–6 kHz, HPF 200 Hz, 350 ms decay, non-melodic" |
0.4 |
350 ms |
phaseComplete |
"Crystalline chime cascade with soft orchestral swell, treasure chest unlock feel, triumphant but intimate, 4–12 kHz, HPF 200 Hz, 600 ms, short room 0.2s 10% wet" |
0.6 |
600 ms |
wordComplete |
"Full magical fanfare with shimmering strings and choir ahh, spell book illuminating, genuine mastery, 1–12 kHz, HPF 150 Hz, 800 ms, room 0.3s 15% wet" |
0.7 |
800 ms |
milestone |
"Grand orchestral flourish with bells rising to majestic resolution, wizard rank-up energy, proudest moment, full spectrum, HPF 100 Hz, 1200 ms, room 0.4s 20% wet" |
0.75 |
1200 ms |
click |
"Soft wooden tok with subtle magical shimmer tail, tapping wizard staff, tactile responsive, 2–8 kHz, HPF 200 Hz, 120 ms, no reverb" |
0.25 |
120 ms |
error |
"Gentle descending three-note woodwind phrase, curious not sad, sounds like 'hmm try again', invitation to explore, 500 Hz–4 kHz, HPF 180 Hz, 400 ms, no harsh" |
0.35 |
400 ms |
Design Rationale
- Melodic hierarchy: sparkle (single) → success (ascending) → milestone (full flourish)
- Fantasy cohesion: Chimes, harps, bells, woodwinds — storybook palette
- Error as invitation: Questioning woodwind, not punishing buzzer
- Proportional celebration: 100 ms micro vs 1200 ms milestone
Quick Reference: Prompt Building Blocks
Descriptive Words by Feeling
| Feeling |
Words |
| Light/Airy |
soft, gentle, delicate, whispered, airy, ethereal |
| Warm/Safe |
warm, cozy, friendly, inviting, supportive |
| Magical |
crystalline, shimmering, sparkling, enchanted, mystical |
| Powerful |
full, rich, majestic, triumphant, grand |
| Playful |
bouncy, bright, cheerful, lively, sprightly |
| Serious |
deep, resonant, solemn, weighty |
Motion Words
| Motion |
Use For |
| ascending |
Success, progress, achievement |
| descending |
Failure (gentle), settling, ending |
| cascading |
Celebrations, reveals |
| pulsing |
Attention, warnings |
| swelling |
Building tension, major moments |
| fading |
Endings, transitions |
Material Words
| Material |
Sound Character |
| glass/crystal |
Bright, fragile, magical |
| wood |
Warm, organic, grounded |
| metal |
Crisp, mechanical, martial |
| stone |
Heavy, ancient, solid |
| water |
Flowing, soothing, natural |
| air |
Light, ethereal, spacious |
1---2name: audio-design3description: Game audio design patterns for creating sound effects and UI audio. Use when designing sounds for games, writing AI audio prompts (ElevenLabs, etc.), creating feedback sounds, or specifying audio for abilities/UI. Includes psychological principles from Kind Games, volume hierarchy, frequency masking prevention, and prompt engineering for AI audio generation.4---5
6# Audio Design for Games
7
8Psychological principles and practical patterns for designing game audio that enhances player experience without causing fatigue or cognitive overload. This skill covers sound design philosophy, AI prompt engineering for audio generation, and technical specifications.
9
10## Related Skills
11
12- **`web-audio`**: Technical implementation patterns (AudioContext, preloading, cloneNode)
13- **`ux-feedback-patterns`**: Visual + audio feedback coordination
14- **`ux-animation-motion`**: Timing audio with visual animations
15- **`ux-accessibility`**: Reduced motion/audio preferences
16
17---
18
19## Core Philosophy: Audio as Skill Atom Feedback
20
21From Daniel Cook's Skill Atom framework, audio serves as **immediate feedback** that creates insight:
22
23```
24Action → Simulation → Feedback (AUDIO) → Insight
25```
26
27**Key Principles:**
28
291. **Proportional Feedback**: Sound intensity matches action significance
302. **Melodic Hierarchy**: Sounds build from simple to complex as achievements grow
313. **Error as Invitation**: Failure sounds should redirect, not punish
324. **Fantasy Cohesion**: All sounds share a unified palette creating consistent world
335. **No Cognitive Overload**: Sounds inform, never overwhelm
34
35---
36
37## Rule 1: Volume Hierarchy by Sound Type
38
39Different sounds serve different psychological purposes and need balanced volumes.
40
41| Sound Category | Volume | Frequency | Psychology |
42|----------------|--------|-----------|------------|
43| Micro-feedback (hover, type) | 0.2–0.3 | Very high | Subtle confirmation, shouldn't fatigue |
44| UI interaction (click, toggle) | 0.25–0.35 | High | Tactile feedback, responsive feel |
45| Success/feedback | 0.3–0.5 | Moderate | Clear outcome signal |
46| Warning/attention | 0.4–0.5 | Low | Noticeable but not alarming |
47| Phase completion | 0.5–0.6 | Low | Meaningful milestone |
48| Major achievement | 0.6–0.8 | Rare | Celebration, memorable |
49| Background music | 0.15–0.25 | Continuous | Atmosphere, never dominate |
50
51**Why:** Balanced audio creates professional feel. Loud frequent sounds cause fatigue; quiet celebrations feel anticlimactic.
52
53---
54
55## Rule 2: Frequency Band Management (Anti-Masking)
56
57Sounds must occupy distinct frequency bands to remain readable when played together.
58
59### Frequency Allocation
60
61| Sound Type | Primary Band | HPF | Notes |
62|------------|--------------|-----|-------|
63| Sub-bass (rumble, impact) | 30–80 Hz | None | Use sparingly, causes mud |
64| Bass (weight, power) | 80–200 Hz | 80 Hz | Rock, thuds, explosions |
65| Low-mid (body, warmth) | 200–500 Hz | 150–200 Hz | Most sounds need HPF here |
66| Mid (clarity, presence) | 500 Hz–2 kHz | — | Core content for most sounds |
67| Upper-mid (detail, attack) | 2–4 kHz | — | Transients, consonants |
68| Presence (brilliance) | 4–8 kHz | — | Air, shimmer |
69| High (sparkle, air) | 8–16 kHz | — | Gentle, avoid harshness |
70
71### HPF (High-Pass Filter) Guidelines
72
73```
74HPF 100–150 Hz → Heavy impacts, bass elements
75HPF 150–200 Hz → Standard UI, most game sounds
76HPF 200–250 Hz → Light, airy sounds (sparkles, chimes)
77HPF 250+ Hz → Ethereal, floating sounds
78```
79
80**Why:** Low frequencies mask each other and cause "mud." HPF keeps sounds clean and distinct.
81
82---
83
84## Rule 3: Duration by Function
85
86Sound length must match its psychological purpose.
87
88| Function | Duration | Rationale |
89|----------|----------|-----------|
90| Micro-feedback (keystroke) | 50–120 ms | Instant, doesn't interrupt |
91| UI click/tap | 100–180 ms | Responsive, crisp |
92| Success feedback | 200–400 ms | Satisfying but brief |
93| Warning/alert | 250–500 ms | Attention-getting |
94| Phase celebration | 400–800 ms | Meaningful pause |
95| Major achievement | 600–1200 ms | Memorable moment |
96| Ambient loop | Seamless | Background atmosphere |
97
98### Tail Management
99
100**Critical:** Keep tails tight to prevent audio pile-up.
101
102```
103Decay 100–250 ms → Snappy, rapid-fire safe
104Decay 250–400 ms → Standard feedback
105Decay 400–600 ms → Celebrations, important moments
106Decay 600+ ms → Only for rare, significant events
107```
108
109---
110
111## Rule 4: Kind Games Audio Philosophy
112
113From Daniel Cook's Kind Games framework, audio should support prosocial design:
114
115### Audio for Psychological Safety
116
117| Goal | Sound Design | Anti-Pattern |
118|------|--------------|--------------|
119| **Error as invitation** | Gentle questioning tone, descending then rising | Harsh buzzer, punishment |
120| **Encouragement** | Warm, supportive tones | Mocking or condescending |
121| **Progress celebration** | Proportional joy | Over-the-top for minor achievements |
122| **Failure feedback** | Curious, "try again" feel | Shame-inducing |
123
124### Error Sound Design
125
126```
127✅ Good: "Gentle descending three-note woodwind phrase, curious not sad"
128✅ Good: "Soft 'hmm' with upward questioning inflection at end"
129
130❌ Bad: "Harsh buzzer sound"
131❌ Bad: "Sad trombone descending"
132❌ Bad: "Game show failure sound"
133```
134
135### Success Sound Hierarchy
136
137Build a melodic progression that players learn to anticipate:
138
139```
140Micro: Single tone (sparkle, chime)
141Small: Two-note ascending (success)
142Medium: Three-note phrase (phase complete)
143Major: Full flourish with resolution (achievement)
144Epic: Orchestral swell with choir (milestone)
145```
146
147---
148
149## Rule 5: AI Audio Prompt Engineering (ElevenLabs)
150
151When generating sounds via AI, use these prompt patterns for high clarity, low masking, non-musical UI readability.
152
153### Prompt Structure
154
155```
156[Sound description] + [Technical specs] + [Anti-patterns]
157```
158
159### Technical Spec Template
160
161```
162"{description}, {frequency info} ({X}–{Y} kHz), HPF {Z} Hz,
163{duration} ms, {decay/tail info}, no {anti-patterns}"
164```
165
166### Frequency Descriptors
167
168| Term | Frequency Range | Use For |
169|------|-----------------|---------|
170| "bright transient" | 2–4 kHz | Attacks, clicks, impacts |
171| "airy sheen/shimmer" | 8–12 kHz | Magic, sparkles, ethereal |
172| "low-mid body" | 200–500 Hz | Warmth, weight |
173| "mid presence" | 1–2 kHz | Clarity, readability |
174| "sub rumble" | 30–80 Hz | Impact, power (use sparingly) |
175
176### Essential Anti-Patterns to Include
177
178Always specify what to **avoid** in prompts:
179
180```
181"no melody" → Prevents musical interference with game music
182"no pad/drone" → Prevents sustained tones that cause masking
183"no reverb wash" → Keeps sound tight and readable
184"no low-end buildup" → Prevents mud in mix
185"no harsh highs" → Prevents ear fatigue
186"no musical tone" → Keeps UI sounds non-distracting
187"non-musical" → Reinforces UI intent
188```
189
190---
191
192## Rule 6: Sound Category Templates
193
194### UI Micro-Feedback
195
196```
197"Soft {material} {action}, {duration} ms, bright transient (2–4 kHz),
198HPF {180–220} Hz, short decay {80–150} ms, no musical tone, no reverb."
199
200Examples:
201- "Soft wooden tok with subtle shimmer tail, 120 ms, bright 2–4 kHz, HPF 200 Hz"
202- "Gentle paper rustle with airy top, 100 ms, HPF 180 Hz, no reverb"
203```
204
205### Success/Completion
206
207```
208"Warm {instrument} {motion} with {quality} {overtone}, {duration} ms,
209{frequency detail}, HPF {X} Hz, {decay} decay, non-melodic."
210
211Examples:
212- "Warm ascending harp glissando with gentle bell overtone, 350 ms"
213- "Bright crystalline chime with soft shimmer tail, 300 ms, 8–12 kHz"
214```
215
216### Error/Invalid
217
218```
219"Gentle {instrument} {motion}, {quality} not {negative}, {duration} ms,
220HPF {X} Hz, reads as '{intention}'."
221
222Examples:
223- "Gentle descending three-note woodwind phrase, curious not sad, 400 ms"
224- "Soft questioning hum with upward inflection, 300 ms, HPF 200 Hz"
225```
226
227### Achievement/Celebration
228
229```
230"{Scale} {instrument} {action} with {detail}, {duration} ms,
231{frequency}, {space} {wet%}, non-melodic."
232
233Examples:
234- "Full magical fanfare with shimmering strings, 800 ms, short room 0.3s 15% wet"
235- "Grand orchestral flourish with bells and rising resolution, 1000 ms"
236```
237
238### Impact/Action
239
240```
241"{Weight} {material} {action} + {secondary}, {duration} ms,
242HPF {X} Hz, {decay}, no boom, no long tail."
243
244Examples:
245- "Heavy stone thud with brief debris ticks, 400 ms, HPF 150 Hz, dry"
246- "Shield deflect: tight metallic ting with micro scrape, 150 ms"
247```
248
249---
250
251## Rule 7: Fantasy Theme Palette
252
253For cohesive fantasy audio, maintain consistent instrument families:
254
255### Magical/Ethereal
256- Chimes (crystalline, bell-like)
257- Harps (warm, flowing)
258- Wind instruments (airy, breathy)
259- Sparkle textures (high shimmer)
260
261### Earthen/Natural
262- Wood (soft toks, knocks)
263- Stone (thuds, scrapes)
264- Organic (sprouts, rustles)
265- Water (drips, flows)
266
267### Metal/Martial
268- Sword (slices, clangs)
269- Shield (deflects, impacts)
270- Armor (clinks, rattles)
271- Mechanical (clicks, locks)
272
273### Mystical/Divine
274- Choir textures (soft "ahh")
275- Bells (resonant, pure)
276- Shimmer (ascending)
277- Glow sounds (warm hum)
278
279---
280
281## Rule 8: Multi-Instance Handling
282
283When sounds may trigger simultaneously (40+ players casting), apply these modifiers:
284
285### Layered Event Prompt Modifier
286
287```
288"40 layered one-shots, onset jitter 10–40 ms, pitch variance ±2–4 semitones,
289wide stereo distribution, HPF consistent, subtle short room 0.2–0.3 s at 8–12% wet,
290avoid masking and low-end buildup, preserve transient clarity."
291```
292
293### Key Techniques
294
295| Technique | Purpose |
296|-----------|---------|
297| Onset jitter (10–40 ms) | Prevents phase cancellation |
298| Pitch variance (±2–4 semi) | Creates natural variation |
299| Stereo distribution | Spatial separation |
300| Short room (0.2–0.3s, 8–12%) | Cohesion without wash |
301| Consistent HPF | Prevents mud accumulation |
302
303---
304
305## Rule 9: Accessibility Considerations
306
307### Reduced Audio for Motion Sensitivity
308
309Some users prefer reduced audio stimulation with reduced motion:
310
311```javascript
312// Audio should respect prefers-reduced-motion
313const reduceAudio = window.matchMedia('(prefers-reduced-motion: reduce)').matches;
314
315if (reduceAudio) {
316 // Use simpler, shorter sounds
317 // Reduce celebration intensity
318 // Skip non-essential feedback sounds
319}
320```
321
322### Non-Audio Alternatives
323
324Every sound should have a visual equivalent:
325- Micro-feedback → Visual pulse/glow
326- Success → Color flash + checkmark
327- Error → Shake animation + icon
328- Achievement → Badge animation
329
330---
331
332## Rule 10: Testing Checklist
333
334Before finalizing sounds:
335
336- [ ] **Volume balance**: All sounds sit correctly in hierarchy
337- [ ] **Frequency separation**: No masking when sounds overlap
338- [ ] **Duration appropriate**: Matches function and pacing
339- [ ] **HPF applied**: No unwanted low-end
340- [ ] **Tail tight**: No lingering that causes pile-up
341- [ ] **Non-musical**: Doesn't interfere with game music
342- [ ] **Error inviting**: Failure sounds encourage retry
343- [ ] **Celebration proportional**: Matches achievement significance
344- [ ] **Accessible**: Works with reduced audio preference
345- [ ] **40-cast safe**: Still readable when many play together
346
347---
348
349## Example: Fantasy Phonics Sound Design
350
351### Complete Sound Specification
352
353| Sound | Prompt | Vol | Duration |
354|-------|--------|-----|----------|
355| `sparkle` | "Soft twinkling chime like fairy dust falling, brief delicate whispered magic, 2–4 kHz transient + 8–12 kHz shimmer, HPF 220 Hz, 100 ms, no musical tone" | 0.25 | 100 ms |
356| `success` | "Warm ascending harp glissando with gentle bell overtone, spell completing successfully, 2–6 kHz, HPF 200 Hz, 350 ms decay, non-melodic" | 0.4 | 350 ms |
357| `phaseComplete` | "Crystalline chime cascade with soft orchestral swell, treasure chest unlock feel, triumphant but intimate, 4–12 kHz, HPF 200 Hz, 600 ms, short room 0.2s 10% wet" | 0.6 | 600 ms |
358| `wordComplete` | "Full magical fanfare with shimmering strings and choir ahh, spell book illuminating, genuine mastery, 1–12 kHz, HPF 150 Hz, 800 ms, room 0.3s 15% wet" | 0.7 | 800 ms |
359| `milestone` | "Grand orchestral flourish with bells rising to majestic resolution, wizard rank-up energy, proudest moment, full spectrum, HPF 100 Hz, 1200 ms, room 0.4s 20% wet" | 0.75 | 1200 ms |
360| `click` | "Soft wooden tok with subtle magical shimmer tail, tapping wizard staff, tactile responsive, 2–8 kHz, HPF 200 Hz, 120 ms, no reverb" | 0.25 | 120 ms |
361| `error` | "Gentle descending three-note woodwind phrase, curious not sad, sounds like 'hmm try again', invitation to explore, 500 Hz–4 kHz, HPF 180 Hz, 400 ms, no harsh" | 0.35 | 400 ms |
362
363### Design Rationale
364
365- **Melodic hierarchy**: sparkle (single) → success (ascending) → milestone (full flourish)
366- **Fantasy cohesion**: Chimes, harps, bells, woodwinds — storybook palette
367- **Error as invitation**: Questioning woodwind, not punishing buzzer
368- **Proportional celebration**: 100 ms micro vs 1200 ms milestone
369
370---
371
372## Quick Reference: Prompt Building Blocks
373
374### Descriptive Words by Feeling
375
376| Feeling | Words |
377|---------|-------|
378| Light/Airy | soft, gentle, delicate, whispered, airy, ethereal |
379| Warm/Safe | warm, cozy, friendly, inviting, supportive |
380| Magical | crystalline, shimmering, sparkling, enchanted, mystical |
381| Powerful | full, rich, majestic, triumphant, grand |
382| Playful | bouncy, bright, cheerful, lively, sprightly |
383| Serious | deep, resonant, solemn, weighty |
384
385### Motion Words
386
387| Motion | Use For |
388|--------|---------|
389| ascending | Success, progress, achievement |
390| descending | Failure (gentle), settling, ending |
391| cascading | Celebrations, reveals |
392| pulsing | Attention, warnings |
393| swelling | Building tension, major moments |
394| fading | Endings, transitions |
395
396### Material Words
397
398| Material | Sound Character |
399|----------|-----------------|
400| glass/crystal | Bright, fragile, magical |
401| wood | Warm, organic, grounded |
402| metal | Crisp, mechanical, martial |
403| stone | Heavy, ancient, solid |
404| water | Flowing, soothing, natural |
405| air | Light, ethereal, spacious |