The Game Designer Reference Library — Audio Reference Tables

A quick lookup of implementation standards, loudness targets, and audio design benchmarks for interactive systems.


Loudness Targets

Audio TypeTarget LUFS
Dialogue-16 to -20
Music-18 to -22
Ambience-22 to -28
UI sounds-14 to -18
Cinematics-20 to -24

Frequency Range Guide

Sound TypeDominant Range
Dialogue clarity1 — 4 kHz
Impact sounds60 — 250 Hz
Presence4 — 8 kHz
Atmosphere200 — 2 kHz
Sub energy20 — 60 Hz

Audio Event Categories

CategoryExamples
FoleyFootsteps, cloth
UIClicks, notifications
EnvironmentalWind, rain
CombatWeapons, impacts
FeedbackRewards, hits

Spatial Audio Distance

DistanceVolume Behavior
0 — 5 mFull volume
5 — 20 mSlight attenuation
20 — 50 mNoticeable drop
50m+Ambient presence

Audio Layering Model

LayerPurpose
TransientImpact clarity
BodyWeight
TailSpace
TextureDetail

Footstep Variation Targets

ParameterRecommendation
Variations per surface5 — 10
Pitch variation±3%
Volume variation±2 dB

Music System Models

ModelBehavior
LinearTrack playback
LayeredAdds intensity layers
AdaptiveContext driven
Horizontal resequencingSection switching

Audio Feedback Timing

FeedbackTiming
Hit confirmationImmediate
UI clickImmediate
Reward sound<300 ms
Environmental reaction<500 ms

Voice Count Targets

PlatformVoices
Mobile16 — 32
Console32 — 64
High-end PC64 — 128

Mixing Heuristics

  • Prioritize dialogue intelligibility
  • Avoid frequency masking in 2–5 kHz
  • Maintain dynamic contrast
  • Limit excessive compression
  • Ensure consistent loudness

When To Use These References

Use during:

  • System design
  • Prototyping
  • Balancing
  • Production planning
  • Implementation reviews
  • Performance optimization
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