version: "1.0.1" name: game-audio description: "Game audio principles. Sound design, music integration, adaptive audio systems." risk: none source: community date_added: "2026-02-27"
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 | Confirm engine support; codec/container choice does not license the audio content | |
| 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 | |
Provide independent music/SFX/voice controls, captions for dialogue and essential audio cues, and visual/haptic alternatives. Test muted gameplay and avoid loudness/clipping; priority/mix levels above are starting points, not guaranteed safe listening levels.
When to Use
This skill is applicable to execute the workflow or actions described in the overview.
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.