External Audio Deliverable Spec¶
This document is handed verbatim to every external composer / sound designer we commission. It defines exactly what to deliver and how. You never need engine access: you work from gameplay capture videos we provide, and we wire your files in on our side.
File format¶
| Property | Requirement |
|---|---|
| Container | WAV (PCM) |
| Sample rate / bit depth | 48 kHz / 24-bit |
| Peaks | ≤ −3 dBFS true peak. Do not loudness-maximize. |
| Loudness target | ASWG-R001 ballpark: ≈ −24 LKFS for in-game balance; leave dynamics intact |
| Channels | Mono for point-source SFX (impacts, foley, one-shots). Stereo only for music, ambience beds, and UI |
| Silence | Trim leading/trailing silence; loops must be sample-accurate (no crossfade baked unless asked) |
Music deliverables¶
- Delivered as stems (our music system mutes/unmutes stems at runtime), plus a reference full mix.
- Documented loop points (sample positions) per stem, all stems equal length and phase-aligned.
- Tempo/meter documented per cue (we quantize state changes to your grid).
- Leave headroom in the impact band — combat SFX sit on top of the music; EQ the mix around them.
Naming (source files)¶
<type>_<system>_<descriptor>_<variation>.wav — lowercase, underscores, no spaces:
- Types:
sfx_(one-shots),mus_(music/stems),amb_(ambience beds),ui_,vox_(vocalizations) - Examples:
sfx_sword_impact_flesh_01.wav,mus_camp_stem_strings_01.wav,amb_saltflats_wind_01.wav - Variations:
_01,_02, … Multiple takes of one sound are variations, not differently-named files.
Delivery & process¶
- Delivery = drop into the shared masters folder we give you (git LFS; we handle versioning). Never deliver via chat attachments.
- Weekly batched review; consolidated notes come from one voice (Oliwer).
- Revision rounds and milestone payments are per contract; a deliverable is "accepted" when it's wired in-game and reviewed against capture.
- Stems and session/project files are part of final delivery per contract.
Creative guardrails (summary — full brief in the Audio Vision doc)¶
- Magical realism scored as uncanny-as-mundane: the world's strangeness is never announced. No orchestral bombast for world-weirdness, no monster-horror stingers, no synthetic-clean textures.
- Muted, organic, hand-played timbres; decay and melancholy; rare bright accents are meaningful.
- Drama belongs to the player's stakes: combat, greed, death.
- Reference clips accompany every brief with a note on what specifically to take from each.