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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Sound Bible: [Project Name]
Location:
design/audio/sound-bible.md— notdesign/gdd/, where the GDD checks count every file as a system GDD Owned By: audio-director
Audio Vision
Sonic Identity
[Describe the overall audio personality of the game in 2-3 sentences. What does the game "sound like"? What emotions should the audio evoke?]
Audio Pillars
- [Pillar 1]: [How this pillar manifests in audio]
- [Pillar 2]: [How this pillar manifests in audio]
- [Pillar 3]: [How this pillar manifests in audio]
Reference Games / Media
| Reference | What to Take From It | What to Avoid |
|---|---|---|
| [Game/Film 1] | [Specific audio quality to emulate] | [What doesn't fit our vision] |
| [Game/Film 2] | [Specific audio quality to emulate] | [What doesn't fit our vision] |
Music Direction
Style and Genre
[Primary musical style, instrumentation palette, tempo ranges]
Instrumentation Palette
- Core instruments: [List the primary instruments/synths that define the sound]
- Accent instruments: [Used for emphasis, transitions, special moments]
- Avoid: [Instruments or styles that do NOT fit the game]
Adaptive Music System
| Game State | Music Behavior | Transition |
|---|---|---|
| Exploration | [Tempo, energy, instrumentation] | [How it transitions to next state] |
| Combat | [Tempo, energy, instrumentation] | [Trigger condition and crossfade time] |
| Stealth/Tension | [Tempo, energy, instrumentation] | [Trigger and transition] |
| Victory/Reward | [Stinger or transition behavior] | [Return to exploration] |
| Menu/UI | [Style for menus] | [Fade on game start] |
Music Rules
- [Rule about looping, e.g., "All exploration tracks must loop seamlessly after 2-4 minutes"]
- [Rule about silence, e.g., "Allow 10-15 seconds of silence between exploration loops"]
- [Rule about intensity, e.g., "Combat music must reach full intensity within 3 seconds of combat start"]
- [Rule about transitions, e.g., "All music transitions use 1.5 second crossfades"]
Sound Effects
SFX Palette
| Category | Description | Style Notes |
|---|---|---|
| Player Actions | [Movement, attacks, abilities] | [Punchy, responsive, front-of-mix] |
| Enemy Actions | [Attacks, abilities, death] | [Distinct from player, slightly recessed] |
| UI | [Button clicks, menu transitions, notifications] | [Clean, subtle, never annoying on repeat] |
| Environment | [Ambient loops, weather, objects] | [Immersive, layered, spatial] |
| Feedback | [Damage taken, item pickup, level up] | [Clear, satisfying, non-fatiguing] |
Audio Feedback Priority
When multiple sounds compete, this priority determines what plays:
- Player damage / critical warnings (always audible)
- Player actions (attacks, abilities)
- Enemy actions (nearby enemies first)
- UI feedback
- Environment / ambient
SFX Rules
- [Rule about repetition, e.g., "Every SFX with >3 plays/minute needs 3+ variations"]
- [Rule about spatial audio, e.g., "All gameplay SFX must be 3D positioned, UI SFX are 2D"]
- [Rule about ducking, e.g., "Player hit SFX ducks all other SFX by 3dB for 200ms"]
- [Rule about response time, e.g., "Action SFX must trigger within 1 frame of the action"]
Mixing
Mix Bus Structure
| Bus | Content | Target Level |
|---|---|---|
| Master | Everything | 0 dB |
| Music | All music tracks | [target dBFS] |
| SFX | All sound effects | [target dBFS] |
| Dialogue | All voice/narration | [target dBFS] |
| UI | All interface sounds | [target dBFS] |
| Ambient | Environment loops | [target dBFS] |
Mixing Rules
- Dialogue always takes priority — duck music and SFX during dialogue
- Music should be felt, not dominate — if players can't hear SFX over music, music is too loud
- Master output must never clip — use a limiter on the master bus
- All volumes must be adjustable by the player (per bus)
- Default mix should sound good on both speakers and headphones
Dynamic Range
- [Specify loudness targets, e.g., "Target -14 LUFS integrated, -1 dBTP true peak"]
- [Specify compression policy, e.g., "Light compression on SFX bus, no compression on music"]
Technical Specifications
Format Requirements
| Type | Format | Sample Rate | Bit Depth | Notes |
|---|---|---|---|---|
| Music | [OGG/WAV] | [44.1/48 kHz] | [16/24 bit] | [Streaming from disk] |
| SFX | [WAV/OGG] | [44.1/48 kHz] | [16 bit] | [Loaded into memory] |
| Ambient | [OGG] | [44.1 kHz] | [16 bit] | [Streaming, loopable] |
| Dialogue | [OGG/WAV] | [44.1 kHz] | [16 bit] | [Streaming] |
Naming Convention
[category]_[subcategory]_[name]_[variation].ext
- Example:
sfx_weapon_sword_swing_01.wav - Example:
music_exploration_forest_loop.ogg - Example:
amb_environment_cave_drip_loop.ogg
Memory Budget
- Total audio memory: [target, e.g., 128 MB]
- SFX pool: [target]
- Music streaming buffer: [target]
- Voice streaming buffer: [target]
Accessibility
- All critical audio cues must have visual alternatives (subtitles, screen flash, icon)
- Mono audio option for hearing-impaired players
- Separate volume controls for all buses
- Option to disable sudden loud sounds
- Subtitle support for all dialogue with speaker identification