Game Sound Effects
Event-driven sound effects with controlled length, peak and variants, ready to trigger in the engine.
Tool profile
- Kind
- guide
- Vendor
- —
- Form
- 流程
- Platforms
- 通用
- Price
- 不适用
- Jobs
- 流程
- Verified
- 2026-10-31
Related
Sort by event, not by timbre
The smallest unit in game audio is the event: what the player clicked, hit or stepped on. Build an event list first, with the trigger condition, how many instances can sound at once and how often the event repeats in a minute, then decide how many variants to make. One variant tires after ten repeats; ten variants raise the package size and the maintenance cost. Repetition rate is the test, not whether the timbre sounds cool.
Length and peak by event
| Event | Typical length | Variants | Key treatment |
|---|---|---|---|
| UI click | 60–200 ms | 2–3 | Clear attack, short tail |
| Reward, level-up | 1–3 s | 1–2 | Complete phrase, tail allowed |
| Weapon, impact | 200–600 ms | 3–5 | Hard attack, low end controlled |
| Footstep | 100–300 ms | 4–8 | Matched to floor material |
| Ambience | 20–60 s loop | 1–2 | Seamless, low end kept in reserve |
The lengths are starting points, not rules. The real ceiling comes from stacking: ten impacts at once turn any clean file into mud. Leave 3–6 dB of peak margin for bus compression and music in the engine.
From source to engine
Deliver dry 48 kHz, 24 bit WAV files, with a seamless version and loop point for anything that loops. Work dry without reverb; add reverb in the engine, or the same effect carries the room into a cave. Match peaks and start points, trim excess silence and leave five to ten milliseconds to avoid a click. Do not randomize pitch alone; vary the attack, the tail and a little length so the variants do not sound like toys. For loops, leave an equal tail at both ends and crossfade before importing into Wwise or FMOD. Name by event, material and index so the programmer can attach it from the list. Audition each file alone, then with dialogue, music and ambience three times.
Check it inside the game
- Ten repeats of the same event, none sounding like a copy
- The loudest impact does not cover dialogue or music
- Fast UI clicks do not blur into noise
- No pop when footsteps change surface
- In 3D, close sounds do not explode and distant ones do not vanish
- The loop seam is inaudible
- File names match the event list one to one
- The package fits the size budget
Failure modes
Reverb baked into the file turns dirty in another space. Pitch-only variants sound like toys. Peaks at zero clip once stacked. A one-second UI sound becomes noise under fast clicking. A ten-second ambience loop reveals its period. Names like final2 cannot be found by the programmer. Effects share the dialogue band and lines disappear in combat. Only large files are delivered, and the mobile package goes over budget.
Listen in the library
All tracks from midicn-lib — inline badge is the license tier (C1 commercial / C2 non-commercial / C3 study only).
Along the same line
Sources
- Audiokinetic Wwise Help(官方文档)— 音频文件导入、Event 与 Sound SFX 的组织方式。
- Marks, Aaron. The Complete Guide to Game Audio(Focal Press)— 事件、变体与交互音频实务。
- Unity Asset Store Submission Guidelines — Audio 分类对峰值、切片与首尾静音的要求。