添加 claude code game studios 到项目
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# Sound Bible: [Project Name]
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## Audio Vision
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### Sonic Identity
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[Describe the overall audio personality of the game in 2-3 sentences. What does the game "sound like"? What emotions should the audio evoke?]
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### Audio Pillars
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1. **[Pillar 1]**: [How this pillar manifests in audio]
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2. **[Pillar 2]**: [How this pillar manifests in audio]
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3. **[Pillar 3]**: [How this pillar manifests in audio]
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### Reference Games / Media
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| Reference | What to Take From It | What to Avoid |
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| ---- | ---- | ---- |
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| [Game/Film 1] | [Specific audio quality to emulate] | [What doesn't fit our vision] |
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| [Game/Film 2] | [Specific audio quality to emulate] | [What doesn't fit our vision] |
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---
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## Music Direction
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### Style and Genre
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[Primary musical style, instrumentation palette, tempo ranges]
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### Instrumentation Palette
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- **Core instruments**: [List the primary instruments/synths that define the sound]
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- **Accent instruments**: [Used for emphasis, transitions, special moments]
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- **Avoid**: [Instruments or styles that do NOT fit the game]
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### Adaptive Music System
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| Game State | Music Behavior | Transition |
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| ---- | ---- | ---- |
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| Exploration | [Tempo, energy, instrumentation] | [How it transitions to next state] |
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| Combat | [Tempo, energy, instrumentation] | [Trigger condition and crossfade time] |
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| Stealth/Tension | [Tempo, energy, instrumentation] | [Trigger and transition] |
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| Victory/Reward | [Stinger or transition behavior] | [Return to exploration] |
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| Menu/UI | [Style for menus] | [Fade on game start] |
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### Music Rules
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- [Rule about looping, e.g., "All exploration tracks must loop seamlessly after 2-4 minutes"]
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- [Rule about silence, e.g., "Allow 10-15 seconds of silence between exploration loops"]
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- [Rule about intensity, e.g., "Combat music must reach full intensity within 3 seconds of combat start"]
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- [Rule about transitions, e.g., "All music transitions use 1.5 second crossfades"]
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---
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## Sound Effects
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### SFX Palette
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| Category | Description | Style Notes |
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| ---- | ---- | ---- |
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| Player Actions | [Movement, attacks, abilities] | [Punchy, responsive, front-of-mix] |
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| Enemy Actions | [Attacks, abilities, death] | [Distinct from player, slightly recessed] |
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| UI | [Button clicks, menu transitions, notifications] | [Clean, subtle, never annoying on repeat] |
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| Environment | [Ambient loops, weather, objects] | [Immersive, layered, spatial] |
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| Feedback | [Damage taken, item pickup, level up] | [Clear, satisfying, non-fatiguing] |
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### Audio Feedback Priority
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When multiple sounds compete, this priority determines what plays:
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1. Player damage / critical warnings (always audible)
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2. Player actions (attacks, abilities)
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3. Enemy actions (nearby enemies first)
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4. UI feedback
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5. Environment / ambient
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### SFX Rules
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- [Rule about repetition, e.g., "Every SFX with >3 plays/minute needs 3+ variations"]
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- [Rule about spatial audio, e.g., "All gameplay SFX must be 3D positioned, UI SFX are 2D"]
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- [Rule about ducking, e.g., "Player hit SFX ducks all other SFX by 3dB for 200ms"]
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- [Rule about response time, e.g., "Action SFX must trigger within 1 frame of the action"]
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---
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## Mixing
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### Mix Bus Structure
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| Bus | Content | Target Level |
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| ---- | ---- | ---- |
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| Master | Everything | 0 dB |
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| Music | All music tracks | [target dBFS] |
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| SFX | All sound effects | [target dBFS] |
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| Dialogue | All voice/narration | [target dBFS] |
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| UI | All interface sounds | [target dBFS] |
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| Ambient | Environment loops | [target dBFS] |
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### Mixing Rules
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- Dialogue always takes priority — duck music and SFX during dialogue
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- Music should be felt, not dominate — if players can't hear SFX over music, music is too loud
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- Master output must never clip — use a limiter on the master bus
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- All volumes must be adjustable by the player (per bus)
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- Default mix should sound good on both speakers and headphones
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### Dynamic Range
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- [Specify loudness targets, e.g., "Target -14 LUFS integrated, -1 dBTP true peak"]
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- [Specify compression policy, e.g., "Light compression on SFX bus, no compression on music"]
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---
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## Technical Specifications
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### Format Requirements
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| Type | Format | Sample Rate | Bit Depth | Notes |
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| ---- | ---- | ---- | ---- | ---- |
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| Music | [OGG/WAV] | [44.1/48 kHz] | [16/24 bit] | [Streaming from disk] |
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| SFX | [WAV/OGG] | [44.1/48 kHz] | [16 bit] | [Loaded into memory] |
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| Ambient | [OGG] | [44.1 kHz] | [16 bit] | [Streaming, loopable] |
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| Dialogue | [OGG/WAV] | [44.1 kHz] | [16 bit] | [Streaming] |
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### Naming Convention
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`[category]_[subcategory]_[name]_[variation].ext`
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- Example: `sfx_weapon_sword_swing_01.wav`
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- Example: `music_exploration_forest_loop.ogg`
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- Example: `amb_environment_cave_drip_loop.ogg`
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### Memory Budget
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- Total audio memory: [target, e.g., 128 MB]
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- SFX pool: [target]
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- Music streaming buffer: [target]
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- Voice streaming buffer: [target]
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---
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## Accessibility
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- All critical audio cues must have visual alternatives (subtitles, screen flash, icon)
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- Mono audio option for hearing-impaired players
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- Separate volume controls for all buses
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- Option to disable sudden loud sounds
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- Subtitle support for all dialogue with speaker identification
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