Manage game audio from sourcing to in-engine integration. Use when planning sound effects, sourcing music, organizing audio assets, or deciding when to add sound to the project. For a solo dev — practical sourcing and pipeline, not music theory.
Sound is 50% of the experience and 5% of the work — if you approach it right.
Invariant Add sound AFTER mechanics feel right, not before. Sound polish on broken mechanics is wasted effort.
Example Don't add impact sounds to combat until the hit detection and knockback feel correct. Once the mechanic is validated, sound transforms "correct" into "satisfying." //BOUNDARY: Placeholder sound during prototyping is fine — a simple "blip" on jump helps evaluate feel. But don't source or produce final audio until the mechanic is locked.
Depth
Invariant A solo dev learning to code and make art should source audio, not create it. Music composition and sound design are full careers.
Example Need forest ambience? Download from Freesound.org (CC0 license). Need a sword clash? Use sfxr to generate a retro-style effect, or find one in a free SFX pack. Need a game soundtrack? Commission it or use a licensed music pack. //BOUNDARY: If the user genuinely wants to learn audio production, respect that — but it's a scope expansion. Check with scope-guardian.
| Category | Examples | Priority |
|---|---|---|
| Player actions | Jump, attack, dash, land, pick up, use | Core — add these first |
| Combat | Hit, damage taken, death, projectile fire/hit | Core |
| UI | Button click, menu open/close, confirm, cancel | Important |
| Environment | Footsteps, doors, chests, breakables | Important |
| Feedback | Level complete, achievement, error, warning | Nice-to-have |
| Track | When | Priority |
|---|---|---|
| Gameplay loop (1-2 tracks) | During gameplay | Important |
| Title/menu | Main menu, pause | Nice-to-have |
| Boss/tension | Combat escalation | Nice-to-have |
| Stingers | Short cues for events (3-5 sec) | Nice-to-have |
For a v1.0 solo dev game: 2-3 music tracks and 15-25 SFX is enough. Don't plan for 20 unique tracks.
Background audio loops for environments. Layer on top of music.
| Source | Content | License |
|---|---|---|
| Freesound.org | SFX, ambient, field recordings | Varies (check per file) — prefer CC0 |
| OpenGameArt.org | SFX and music for games | Varies — check per asset |
| Kenney.nl | Game-ready SFX packs | CC0 |
| itch.io | SFX and music packs (free section) | Varies |
| Source | Content | Cost |
|---|---|---|
| itch.io asset packs | Curated game audio | $5-30 per pack |
| Humble Bundle | Periodic game audio bundles | $15-30 |
| Epidemic Sound / Artlist | Music libraries | Subscription |
sfxr / jsfxr — Generate retro-style sound effects procedurally.
Use for: jump, coin, explosion, laser, powerup, hit, select.
jsfxr runs in the browser at sfxr.me — no install needed. Export as WAV, then convert to OGG with Audacity.
Audacity — Free audio editor for:
| Format | Use For | Why |
|---|---|---|
| WAV | Source/master files | Uncompressed, full quality |
| OGG Vorbis | In-engine SFX and music | Compressed, good quality, free format |
| MP3 | Avoid if possible | Patent issues historically; OGG is better for games |
Most game engines prefer OGG. Check your engine's documentation.
Follows art-pipeline conventions:
assets/
└── audio/
├── sfx/
│ ├── player/ ← player_jump.ogg, player_attack.ogg
│ ├── combat/ ← hit_sword.ogg, damage_taken.ogg
│ ├── ui/ ← button_click.ogg, menu_open.ogg
│ └── environment/ ← door_open.ogg, chest_open.ogg
├── music/
│ ├── gameplay/ ← track_exploration.ogg
│ ├── menu/ ← track_title.ogg
│ └── stingers/ ← stinger_boss_appear.ogg
└── ambient/ ← ambient_forest.ogg, ambient_cave.ogg
Same pattern as art-pipeline:
[category]_[descriptor].ogg
Examples:
player_jump.ogghit_sword_01.ogg, hit_sword_02.ogg (variants for randomization)track_exploration.oggambient_forest_loop.oggMultiple variants: For SFX that play frequently (footsteps, hits), create 2-3 variants numbered _01, _02, _03. Playing random variants prevents repetition fatigue.
LICENSES.md file in the audio directoryLICENSES.md.# Audio Licenses
## SFX
- player_jump.ogg: Generated with jsfxr (no license needed)
- hit_sword_01.ogg: Freesound.org by [author], CC0
- door_open.ogg: Kenney.nl, CC0
## Music
- track_exploration.ogg: Commissioned from [artist], exclusive license
- track_title.ogg: [Pack name] from itch.io, CC-BY [author]
| Phase | Sound Work | Effort |
|---|---|---|
| Prototyping | Placeholder bleeps from sfxr | 30 min total |
| Core mechanics locked | Source/generate player action SFX | 2-4 hours |
| Vertical slice | Basic SFX set + one music track | 1-2 days |
| Alpha | Full SFX set, 2-3 music tracks | 3-5 days |
| Beta | Polish, audio mixing, ambient layers | 2-3 days |
Total audio work for a solo dev game: roughly 2 weeks spread across development. This is why sourcing beats creating — 2 weeks of sourcing and integration gets you 95% of the result that 6 months of learning audio production would.
LICENSES.mdWhen helping with game audio:
When the user mentions wanting to learn music production:
art-pipeline skill — Parallel asset management patternsscope-guardian skill — Audio content is scopegdd-writer skill — Audio Direction sectionprototype-coach skill — Placeholder audio during prototypingSound turns a game you can see into a game you can feel.