A quick lookup of implementation standards, loudness targets, and audio design benchmarks for interactive systems.
Loudness Targets
| Audio Type | Target 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 Type | Dominant Range |
|---|
| Dialogue clarity | 1 — 4 kHz |
| Impact sounds | 60 — 250 Hz |
| Presence | 4 — 8 kHz |
| Atmosphere | 200 — 2 kHz |
| Sub energy | 20 — 60 Hz |
Audio Event Categories
| Category | Examples |
|---|
| Foley | Footsteps, cloth |
| UI | Clicks, notifications |
| Environmental | Wind, rain |
| Combat | Weapons, impacts |
| Feedback | Rewards, hits |
Spatial Audio Distance
| Distance | Volume Behavior |
|---|
| 0 — 5 m | Full volume |
| 5 — 20 m | Slight attenuation |
| 20 — 50 m | Noticeable drop |
| 50m+ | Ambient presence |
Audio Layering Model
| Layer | Purpose |
|---|
| Transient | Impact clarity |
| Body | Weight |
| Tail | Space |
| Texture | Detail |
Footstep Variation Targets
| Parameter | Recommendation |
|---|
| Variations per surface | 5 — 10 |
| Pitch variation | ±3% |
| Volume variation | ±2 dB |
Music System Models
| Model | Behavior |
|---|
| Linear | Track playback |
| Layered | Adds intensity layers |
| Adaptive | Context driven |
| Horizontal resequencing | Section switching |
Audio Feedback Timing
| Feedback | Timing |
|---|
| Hit confirmation | Immediate |
| UI click | Immediate |
| Reward sound | <300 ms |
| Environmental reaction | <500 ms |
Voice Count Targets
| Platform | Voices |
|---|
| Mobile | 16 — 32 |
| Console | 32 — 64 |
| High-end PC | 64 — 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