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Game Sound Effects

Event-driven sound effects with controlled length, peak and variants, ready to trigger in the engine.

1 min read0 characters条目Finishing a JobUpdated 2026-10-31

workflowgame audiosfxengine

Tool profile

Kind
guide
Vendor
—
Form
流程
Platforms
通用
Price
不适用
Jobs
流程
Verified
2026-10-31

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

EventTypical lengthVariantsKey treatment
UI click60–200 ms2–3Clear attack, short tail
Reward, level-up1–3 s1–2Complete phrase, tail allowed
Weapon, impact200–600 ms3–5Hard attack, low end controlled
Footstep100–300 ms4–8Matched to floor material
Ambience20–60 s loop1–2Seamless, 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

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

fanfare 01 0C10:02一秒八的 fanfare,十九个音,可听奖励提示怎样短到不打断操作DetailsVictoryC10:06六秒的胜利短曲,句法完整,适合对照「提示」与「过场」的长度差别DetailsselectC10:04四秒半的选单音,起音清楚,可参考 UI 音效的收尾Detailscreepyloop v2 aC10:57五十七秒、三十九个音的循环,留白多,可作环境底噪层的参照Details

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。