Sound as a system.
WHAT AUDIO CONTRIBUTES
Feedback confirming actions Atmosphere and tone Information about things off screen Emotional weight
WHAT THE CATEGORIES ARE
Sound effects Ambience Music Dialogue Interface sounds
WHAT MIXING REQUIRES
Categories on separate channels, with independent volume control.
WHY
Players must be able to reduce music without losing effects.
WHAT TO ALWAYS PROVIDE
Separate volume controls, and a master.
WHAT SPATIAL AUDIO PROVIDES
Sound positioned in the world, attenuating with distance.
WHY IT MATTERS
It tells the player where things are without showing them.
WHAT VARIATION PREVENTS
The same sound repeating identically, which becomes grating quickly.
HOW TO ACHIEVE IT
Several variants, with randomised selection and slight pitch variation.
WHAT ADAPTIVE MUSIC DOES
Changes with the game state: layers added, intensity raised.
WHAT TO BE CAREFUL WITH
Too many simultaneous sounds, which becomes noise Sounds competing with important information File sizes, particularly on mobile
WHAT TO COMPRESS
Music heavily, effects less.
WHAT TO TEST
On poor speakers, which is what many players use.