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pixelheros/.claude/docs/templates/sound-bible.md
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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