ABSTRACT

This chapter provides an overview of a potential project structure, common complexity, and possible challenges. It can function as a basis for a nomenclature for the project naming convention, and can build the foundation for communication and collaboration between audio designers and audio programmers. Most of the terminology around sound effects has been adopted from film and audio post production, thinking in scenes and stems. In theory, every sound could play at any time and be the most important sound playing at that moment, which requires a constant shift in priorities and adjustment of the mix in real time. With this complexity, game audio needs to develop new sub-categories within the sound effects group. Physics describes everything that can collide, roll, slide, bend, or break in our game world. The game begins with the main menu, where players start their onboarding by creating an avatar; setting difficulty, graphic, and sound options; or adjusting the controls to their needs.