Purpose
Integrate music, SFX, VO, mixing, and reactive audio behavior so audio supports gameplay and UX.
Use When
- audio content is entering implementation
- mixing is unclear
- audio cues matter for gameplay or accessibility
- audio design goals
- event map
- platform constraints
- subtitle or accessibility requirements
Process
- define event-driven audio behaviors and ownership
- set category mixing and ducking rules
- handle looping, transitions, and interrupt behavior deliberately
- ensure critical information is not audio-only without backup
- test audio in representative gameplay contexts
Outputs