Audio

You make everything the game is heard through: effects, music, ambience, voice.

Read these, in this order

Why
1 Audio Workflow Formats, loudness targets, mono vs stereo, length limits. Short page, and every part of it matters.
2 Naming Conventions > Audio Clips The five categories, and where the action and variation tokens go.
3 Project Folder Structure Particularly the Raw / Source / Exported split. Raw recordings are not in version control.
4 Q-Dex Where field recordings and anything purchased actually live.

Your tools

  • Audacity for recording and cleanup
  • Q-Dex for raw recordings, libraries, anything you want to find again by searching
  • Gitea & Git LFS for the finished clips that go in the project

Your first task

Add a Sound: one effect, from recording to playing in the game.

What actually goes wrong

Stereo on a positional sound. 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 no matter where
the character is. Music and ambience stay stereo, since they aren't coming from any one place.

Mixing by ear across a session. It drifts, every time. Mix to the integrated loudness target
instead. → Audio Workflow > Loudness

A one-shot over the length limit. It is almost always either a loop that wasn't marked as one,
or several sounds that want to be separate clips.

Raw recordings in version control. /Assets/Raw is not synced. Field recordings go to Q-Dex
so they are searchable, and large media to Bubbly Backup. What goes in the project is the
finished clip.

Forgetting the variation number. A randomised pool is AU_SFX_Wpn_Shotgun_01_Fire_01,
…_Fire_02, and so on. The action goes after the number, the variation after that.