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