Add a Sound
One clip, from wherever it starts to playing in the game.
1. Pick the category
| Category | What | Example |
|---|---|---|
SFX |
Sound effect | Gunshots, footsteps |
Music |
Music | |
Ambience |
Ambient | Wind, rain, chatter |
VoiceOver |
Voice over | NPC dialogue, player voice |
UI |
Interface | Clicks, hovers, scrolls |
Everything falls into one of those five.
2. Name it
AU_SFX_Wpn_Shotgun_01_Fire_02
│ │ │ │ │ │ └── Var: two digits, for a randomised pool
│ │ │ │ │ └─────── Action: after the number
│ │ │ │ └────────── Num
│ │ │ └────────────────── Descriptor
│ │ └────────────────────── SubCategory: optional
│ └────────────────────────── Category
└───────────────────────────── Type: AU_
The action goes after the number, and the variation after that. A pool of shotgun fire is
…_Fire_01, …_Fire_02, …_Fire_03.
3. Record or source it
- Recorded yourself? The raw take goes to Q-Dex, tagged, so it can be found again by
somebody who was not there./Assets/Rawis not in version control. - From a library? Q-Dex as well. Purchased and downloaded assets are never committed to a
game repo directly. - Long-form material and large media go to Bubbly Backup.
4. Edit it
Audacity, to the studio targets:
Mono or stereo. Anything with a position in the world has to be mono. Unity cannot pan a
stereo clip to a point in space, so a stereo footstep plays flatly in both ears regardless of where
the character is. Music and ambience stay stereo; they are not coming from anywhere.
Loudness. Integrated loudness to target, with the tolerance either side. Mixing by ear across a
session drifts; mixing to a target does not.
Length. A one-shot over the limit is almost always a loop that was not marked as one, or several
sounds that want to be separate clips.
5. Export in the right format
.wav for anything short and triggered. No decode cost, no quality loss on something you will hear
a thousand times. .ogg for music and ambience, where file size matters more than the handful of
milliseconds it costs to stream.
Working file to Assets/Source/Audio/<Music|SFX|Ambience|UI|Voice Over>/, exported clip to
Assets/Exported/Audio/.
6. Into the game
Placed in scenes using the Bubbly Asset Editor. More details coming soon. Ask Janis.
In a level, ambience emitters and reverb zones live in the SC_[Level]_Audio scene layer, which is yours to lock and commit independently of everyone else's.
7. Check and commit
Check Your Work, then commit with the .meta files alongside their clips.