Introduction
Many game developers rely on trial and error when integrating sound into their games. While they may not be audio specialists, understanding some fundamental sound concepts can help them create more immersive, functional, and optimized audio experiences for players.
This blog breaks down essential audio concepts in a simple, practical, and game-focused way—helping developers make better sound design choices without needing an audio engineering degree.
Let’s explore the core principles of sound that every game developer should know!
1. Frequency and Why It Matters for Game Audio
Every sound you hear is made up of frequencies (measured in Hertz, Hz). Understanding this is crucial for:
✔ Choosing the right sounds for UI/UX
✔ Avoiding frequency clashes in the mix
✔ Making sounds feel “right” in different contexts
Frequency Ranges in Game Sound Design
| Frequency Range | Common Sounds in Games | Game Design Relevance |
|---|---|---|
| 20-250 Hz (Low/Bass) | Explosions, Footsteps, Heavy Doors | Adds weight and impact |
| 250-2,000 Hz (Midrange) | Dialogue, UI Clicks, Gunshots | Most game sounds sit here |
| 2,000-20,000 Hz (High/Treble) | Birds, Magic Spells, UI Beeps | Adds clarity and sharpness |
📌 Tip: If two sounds overlap too much in frequency, they can become muddy. This is why mixing tools like equalization (EQ) are essential to carve out space for each sound.
✅ Game Example: In DOOM (2016), low-frequency rumbles from explosions don’t clash with high-pitched demon screams because their frequency ranges are carefully separated.
📖 Reference: Wikipedia – Audio Frequency
2. Mono vs. Stereo: When to Use Each in Games
Game developers often use stereo sounds without considering whether mono would be a better choice. Here’s how they differ:
| Audio Type | When to Use | Why? |
|---|---|---|
| Mono (Single Channel) | Footsteps, Gunshots, Small UI Sounds | Keeps the sound focused and clear |
| Stereo (Two Channels, Left & Right) | Ambient Sounds, Background Music, Large UI Effects | Adds depth and realism |
📌 Tip: Use mono for precise sounds (e.g., a gunshot coming from an exact location) and stereo for immersive sounds (e.g., background wind blowing across a field).
✅ Game Example: In The Last of Us Part II, enemy footsteps are in mono for precise location tracking, while environmental rain sounds are stereo, making them feel immersive.
📖 Reference: Wikipedia – Stereophonic Sound
3. Loudness and Dynamic Range: Controlling Volume in Game Audio
A common mistake in game development is inconsistent loudness—some sounds are too loud while others are too quiet.
To avoid this, sound designers use dynamic range compression (DRC) to keep audio levels balanced.
Best Practices for Loudness in Game Audio
✔ Keep UI sounds quieter than game actions (e.g., gunfire should be louder than a menu click)
✔ Dialogue should always be clear and not drowned by music
✔ Limit extreme volume jumps (players hate sudden loud noises)
📌 Tip: Tools like LUFS (Loudness Units Full Scale) help measure game audio consistency. Many modern games follow -23 LUFS for a balanced mix.
✅ Game Example: In Overwatch, the gunfire, abilities, and UI sounds are carefully loudness-balanced to ensure clarity even in chaotic battles.
📖 Reference: Game Audio Loudness Standards
4. Spatial Audio: How to Make Sounds Feel 3D
Spatial audio (3D positioning of sounds) is essential for making a game world feel real.
Types of Spatial Audio in Games
✔ 2D Sounds: Always play the same, no matter where the player is. (e.g., background music)
✔ 3D Sounds: Change based on the player’s position. (e.g., enemy footsteps behind them)
Game engines handle this using attenuation curves, which define how sound fades with distance.
📌 Tip: In first-person shooters, enemy footsteps should be 3D and directional, while UI sounds should be 2D and consistent.
✅ Game Example: In Resident Evil Village, the eerie whispers of enemies shift dynamically based on their location and distance to create tension.
📖 Reference: Wikipedia – 3D Audio
5. Looping and One-Shot Sounds: What Developers Should Know
Not all game sounds are played the same way. Some are looped, while others play only once.
When to Use Each
| Sound Type | Example | Best Use Case |
|---|---|---|
| One-Shot Sounds | Gunshots, Button Clicks, Door Opens | Used for single actions |
| Looping Sounds | Background Music, Engine Noise, Rainfall | Used for continuous effects |
📌 Tip: For looping sounds, always use seamless loops to avoid unnatural gaps.
✅ Game Example: In Minecraft, the rain sound loops seamlessly to create an uninterrupted experience.
📖 Reference: Wikipedia – Sound Looping
6. File Formats: Choosing the Right Sound Format for Your Game
Game developers often don’t realize that using the wrong audio format can increase game size or reduce quality.
Common Audio Formats in Games
| Format | Pros | Cons | Best For |
|---|---|---|---|
| WAV | High Quality | Large File Size | Music, Cutscenes |
| MP3 | Small File Size | Lossy Compression | Background Music |
| OGG | High Quality & Small Size | Not as widely supported | General Game SFX |
📌 Tip: Use OGG for in-game sounds because it offers a great balance of quality and size.
✅ Game Example: Hollow Knight uses OGG format for all in-game sounds to optimize performance.
📖 Reference: Wikipedia – Audio File Formats
Conclusion: Sound Knowledge Makes You a Better Game Developer
By understanding these essential audio concepts, game developers can:
✔ Make smarter sound design choices
✔ Optimize game audio for clarity and immersion
✔ Create a more polished user experience
You don’t need to be an audio engineer, but having a basic grasp of sound science will elevate your game’s audio quality.
🚀 Next in the Series: How to Use Procedural Sound Design in Games for Dynamic Audio Experiences!
Stay tuned and happy sound designing! 🎧🎮