audio-design

Audio Design for Games

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Install skill "audio-design" with this command: npx skills add matthewharwood/fantasy-phonics/matthewharwood-fantasy-phonics-audio-design

Audio Design for Games

Psychological principles and practical patterns for designing game audio that enhances player experience without causing fatigue or cognitive overload. This skill covers sound design philosophy, AI prompt engineering for audio generation, and technical specifications.

Related Skills

  • web-audio : Technical implementation patterns (AudioContext, preloading, cloneNode)

  • ux-feedback-patterns : Visual + audio feedback coordination

  • ux-animation-motion : Timing audio with visual animations

  • ux-accessibility : Reduced motion/audio preferences

Core Philosophy: Audio as Skill Atom Feedback

From Daniel Cook's Skill Atom framework, audio serves as immediate feedback that creates insight:

Action → Simulation → Feedback (AUDIO) → Insight

Key Principles:

  • Proportional Feedback: Sound intensity matches action significance

  • Melodic Hierarchy: Sounds build from simple to complex as achievements grow

  • Error as Invitation: Failure sounds should redirect, not punish

  • Fantasy Cohesion: All sounds share a unified palette creating consistent world

  • No Cognitive Overload: Sounds inform, never overwhelm

Rule 1: Volume Hierarchy by Sound Type

Different sounds serve different psychological purposes and need balanced volumes.

Sound Category Volume Frequency Psychology

Micro-feedback (hover, type) 0.2–0.3 Very high Subtle confirmation, shouldn't fatigue

UI interaction (click, toggle) 0.25–0.35 High Tactile feedback, responsive feel

Success/feedback 0.3–0.5 Moderate Clear outcome signal

Warning/attention 0.4–0.5 Low Noticeable but not alarming

Phase completion 0.5–0.6 Low Meaningful milestone

Major achievement 0.6–0.8 Rare Celebration, memorable

Background music 0.15–0.25 Continuous Atmosphere, never dominate

Why: Balanced audio creates professional feel. Loud frequent sounds cause fatigue; quiet celebrations feel anticlimactic.

Rule 2: Frequency Band Management (Anti-Masking)

Sounds must occupy distinct frequency bands to remain readable when played together.

Frequency Allocation

Sound Type Primary Band HPF Notes

Sub-bass (rumble, impact) 30–80 Hz None Use sparingly, causes mud

Bass (weight, power) 80–200 Hz 80 Hz Rock, thuds, explosions

Low-mid (body, warmth) 200–500 Hz 150–200 Hz Most sounds need HPF here

Mid (clarity, presence) 500 Hz–2 kHz — Core content for most sounds

Upper-mid (detail, attack) 2–4 kHz — Transients, consonants

Presence (brilliance) 4–8 kHz — Air, shimmer

High (sparkle, air) 8–16 kHz — Gentle, avoid harshness

HPF (High-Pass Filter) Guidelines

HPF 100–150 Hz → Heavy impacts, bass elements HPF 150–200 Hz → Standard UI, most game sounds HPF 200–250 Hz → Light, airy sounds (sparkles, chimes) HPF 250+ Hz → Ethereal, floating sounds

Why: Low frequencies mask each other and cause "mud." HPF keeps sounds clean and distinct.

Rule 3: Duration by Function

Sound length must match its psychological purpose.

Function Duration Rationale

Micro-feedback (keystroke) 50–120 ms Instant, doesn't interrupt

UI click/tap 100–180 ms Responsive, crisp

Success feedback 200–400 ms Satisfying but brief

Warning/alert 250–500 ms Attention-getting

Phase celebration 400–800 ms Meaningful pause

Major achievement 600–1200 ms Memorable moment

Ambient loop Seamless Background atmosphere

Tail Management

Critical: Keep tails tight to prevent audio pile-up.

Decay 100–250 ms → Snappy, rapid-fire safe Decay 250–400 ms → Standard feedback Decay 400–600 ms → Celebrations, important moments Decay 600+ ms → Only for rare, significant events

Rule 4: Kind Games Audio Philosophy

From Daniel Cook's Kind Games framework, audio should support prosocial design:

Audio for Psychological Safety

Goal Sound Design Anti-Pattern

Error as invitation Gentle questioning tone, descending then rising Harsh buzzer, punishment

Encouragement Warm, supportive tones Mocking or condescending

Progress celebration Proportional joy Over-the-top for minor achievements

Failure feedback Curious, "try again" feel Shame-inducing

Error Sound Design

✅ Good: "Gentle descending three-note woodwind phrase, curious not sad" ✅ Good: "Soft 'hmm' with upward questioning inflection at end"

❌ Bad: "Harsh buzzer sound" ❌ Bad: "Sad trombone descending" ❌ Bad: "Game show failure sound"

Success Sound Hierarchy

Build a melodic progression that players learn to anticipate:

Micro: Single tone (sparkle, chime) Small: Two-note ascending (success) Medium: Three-note phrase (phase complete) Major: Full flourish with resolution (achievement) Epic: Orchestral swell with choir (milestone)

Rule 5: AI Audio Prompt Engineering (ElevenLabs)

When generating sounds via AI, use these prompt patterns for high clarity, low masking, non-musical UI readability.

Prompt Structure

[Sound description] + [Technical specs] + [Anti-patterns]

Technical Spec Template

"{description}, {frequency info} ({X}–{Y} kHz), HPF {Z} Hz, {duration} ms, {decay/tail info}, no {anti-patterns}"

Frequency Descriptors

Term Frequency Range Use For

"bright transient" 2–4 kHz Attacks, clicks, impacts

"airy sheen/shimmer" 8–12 kHz Magic, sparkles, ethereal

"low-mid body" 200–500 Hz Warmth, weight

"mid presence" 1–2 kHz Clarity, readability

"sub rumble" 30–80 Hz Impact, power (use sparingly)

Essential Anti-Patterns to Include

Always specify what to avoid in prompts:

"no melody" → Prevents musical interference with game music "no pad/drone" → Prevents sustained tones that cause masking "no reverb wash" → Keeps sound tight and readable "no low-end buildup" → Prevents mud in mix "no harsh highs" → Prevents ear fatigue "no musical tone" → Keeps UI sounds non-distracting "non-musical" → Reinforces UI intent

Rule 6: Sound Category Templates

UI Micro-Feedback

"Soft {material} {action}, {duration} ms, bright transient (2–4 kHz), HPF {180–220} Hz, short decay {80–150} ms, no musical tone, no reverb."

Examples:

  • "Soft wooden tok with subtle shimmer tail, 120 ms, bright 2–4 kHz, HPF 200 Hz"
  • "Gentle paper rustle with airy top, 100 ms, HPF 180 Hz, no reverb"

Success/Completion

"Warm {instrument} {motion} with {quality} {overtone}, {duration} ms, {frequency detail}, HPF {X} Hz, {decay} decay, non-melodic."

Examples:

  • "Warm ascending harp glissando with gentle bell overtone, 350 ms"
  • "Bright crystalline chime with soft shimmer tail, 300 ms, 8–12 kHz"

Error/Invalid

"Gentle {instrument} {motion}, {quality} not {negative}, {duration} ms, HPF {X} Hz, reads as '{intention}'."

Examples:

  • "Gentle descending three-note woodwind phrase, curious not sad, 400 ms"
  • "Soft questioning hum with upward inflection, 300 ms, HPF 200 Hz"

Achievement/Celebration

"{Scale} {instrument} {action} with {detail}, {duration} ms, {frequency}, {space} {wet%}, non-melodic."

Examples:

  • "Full magical fanfare with shimmering strings, 800 ms, short room 0.3s 15% wet"
  • "Grand orchestral flourish with bells and rising resolution, 1000 ms"

Impact/Action

"{Weight} {material} {action} + {secondary}, {duration} ms, HPF {X} Hz, {decay}, no boom, no long tail."

Examples:

  • "Heavy stone thud with brief debris ticks, 400 ms, HPF 150 Hz, dry"
  • "Shield deflect: tight metallic ting with micro scrape, 150 ms"

Rule 7: Fantasy Theme Palette

For cohesive fantasy audio, maintain consistent instrument families:

Magical/Ethereal

  • Chimes (crystalline, bell-like)

  • Harps (warm, flowing)

  • Wind instruments (airy, breathy)

  • Sparkle textures (high shimmer)

Earthen/Natural

  • Wood (soft toks, knocks)

  • Stone (thuds, scrapes)

  • Organic (sprouts, rustles)

  • Water (drips, flows)

Metal/Martial

  • Sword (slices, clangs)

  • Shield (deflects, impacts)

  • Armor (clinks, rattles)

  • Mechanical (clicks, locks)

Mystical/Divine

  • Choir textures (soft "ahh")

  • Bells (resonant, pure)

  • Shimmer (ascending)

  • Glow sounds (warm hum)

Rule 8: Multi-Instance Handling

When sounds may trigger simultaneously (40+ players casting), apply these modifiers:

Layered Event Prompt Modifier

"40 layered one-shots, onset jitter 10–40 ms, pitch variance ±2–4 semitones, wide stereo distribution, HPF consistent, subtle short room 0.2–0.3 s at 8–12% wet, avoid masking and low-end buildup, preserve transient clarity."

Key Techniques

Technique Purpose

Onset jitter (10–40 ms) Prevents phase cancellation

Pitch variance (±2–4 semi) Creates natural variation

Stereo distribution Spatial separation

Short room (0.2–0.3s, 8–12%) Cohesion without wash

Consistent HPF Prevents mud accumulation

Rule 9: Accessibility Considerations

Reduced Audio for Motion Sensitivity

Some users prefer reduced audio stimulation with reduced motion:

// Audio should respect prefers-reduced-motion const reduceAudio = window.matchMedia('(prefers-reduced-motion: reduce)').matches;

if (reduceAudio) { // Use simpler, shorter sounds // Reduce celebration intensity // Skip non-essential feedback sounds }

Non-Audio Alternatives

Every sound should have a visual equivalent:

  • Micro-feedback → Visual pulse/glow

  • Success → Color flash + checkmark

  • Error → Shake animation + icon

  • Achievement → Badge animation

Rule 10: Testing Checklist

Before finalizing sounds:

  • Volume balance: All sounds sit correctly in hierarchy

  • Frequency separation: No masking when sounds overlap

  • Duration appropriate: Matches function and pacing

  • HPF applied: No unwanted low-end

  • Tail tight: No lingering that causes pile-up

  • Non-musical: Doesn't interfere with game music

  • Error inviting: Failure sounds encourage retry

  • Celebration proportional: Matches achievement significance

  • Accessible: Works with reduced audio preference

  • 40-cast safe: Still readable when many play together

Example: Fantasy Phonics Sound Design

Complete Sound Specification

Sound Prompt Vol Duration

sparkle

"Soft twinkling chime like fairy dust falling, brief delicate whispered magic, 2–4 kHz transient + 8–12 kHz shimmer, HPF 220 Hz, 100 ms, no musical tone" 0.25 100 ms

success

"Warm ascending harp glissando with gentle bell overtone, spell completing successfully, 2–6 kHz, HPF 200 Hz, 350 ms decay, non-melodic" 0.4 350 ms

phaseComplete

"Crystalline chime cascade with soft orchestral swell, treasure chest unlock feel, triumphant but intimate, 4–12 kHz, HPF 200 Hz, 600 ms, short room 0.2s 10% wet" 0.6 600 ms

wordComplete

"Full magical fanfare with shimmering strings and choir ahh, spell book illuminating, genuine mastery, 1–12 kHz, HPF 150 Hz, 800 ms, room 0.3s 15% wet" 0.7 800 ms

milestone

"Grand orchestral flourish with bells rising to majestic resolution, wizard rank-up energy, proudest moment, full spectrum, HPF 100 Hz, 1200 ms, room 0.4s 20% wet" 0.75 1200 ms

click

"Soft wooden tok with subtle magical shimmer tail, tapping wizard staff, tactile responsive, 2–8 kHz, HPF 200 Hz, 120 ms, no reverb" 0.25 120 ms

error

"Gentle descending three-note woodwind phrase, curious not sad, sounds like 'hmm try again', invitation to explore, 500 Hz–4 kHz, HPF 180 Hz, 400 ms, no harsh" 0.35 400 ms

Design Rationale

  • Melodic hierarchy: sparkle (single) → success (ascending) → milestone (full flourish)

  • Fantasy cohesion: Chimes, harps, bells, woodwinds — storybook palette

  • Error as invitation: Questioning woodwind, not punishing buzzer

  • Proportional celebration: 100 ms micro vs 1200 ms milestone

Quick Reference: Prompt Building Blocks

Descriptive Words by Feeling

Feeling Words

Light/Airy soft, gentle, delicate, whispered, airy, ethereal

Warm/Safe warm, cozy, friendly, inviting, supportive

Magical crystalline, shimmering, sparkling, enchanted, mystical

Powerful full, rich, majestic, triumphant, grand

Playful bouncy, bright, cheerful, lively, sprightly

Serious deep, resonant, solemn, weighty

Motion Words

Motion Use For

ascending Success, progress, achievement

descending Failure (gentle), settling, ending

cascading Celebrations, reveals

pulsing Attention, warnings

swelling Building tension, major moments

fading Endings, transitions

Material Words

Material Sound Character

glass/crystal Bright, fragile, magical

wood Warm, organic, grounded

metal Crisp, mechanical, martial

stone Heavy, ancient, solid

water Flowing, soothing, natural

air Light, ethereal, spacious

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