---
name: game-audio-4454eab01b52
description: Game audio principles.
category: development
version: 4.0.5
layer: master-skill
---

# 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 | Quality, no licensing |
| 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 |

---

> **Remember:** 50% of the game experience is audio. A muted game loses half its soul.


---
Source attribution: Dokhacgiakhoa
Original project: https://github.com/Dokhacgiakhoa/Agent-skills-setup-for-AntiGravity
License: MIT
License information: https://opensource.org/license/mit
Original upstream instructions; downloaded from Mega AI Hub.

## Upstream license notice

MIT License

Copyright (c) 2026 Gabriel Moreira

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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The above copyright notice and this permission notice shall be included in all
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# Mega AI Hub resource metadata

Creator / publisher: Dokhacgiakhoa
Original project: https://github.com/Dokhacgiakhoa/Agent-skills-setup-for-AntiGravity
Attribution basis: Upstream repository explicitly recorded in package mirror path

Fields of work: Development & Engineering, Product Management
Roles: Game Developer, Product Manager
Specialties: Backend
Tools: Audio Editing Software
Country applicability: Country not specified
Classification basis: Source catalog labels
Instruction SHA-256: f673fd3ddf4f0538a34546aaca911645b102f7636b6cc030d4be4e65913c13fb
