Game audio guides

Straight answers on game audio: licensing AI-generated sound effects, the format to ship to Unity and Unreal, how much headroom to leave, and why clips click. Written from the work of preparing and shipping this catalogue, so the numbers in them are measured rather than repeated.

What sound effects does an RPG need?

Combat, magic, creatures, footsteps, dungeons, loot, interface and ambience. The full list a fantasy RPG needs, and which of those sounds players hear most often.

What UI sound effects does a game need?

Taps, toggles, confirms, denials, notifications, rewards and transitions. The interface sounds a game needs, and how to keep them from wearing on the player.

What sound effects does a horror game need?

Atmosphere, creatures, small noises in the dark and the occasional scare. What a horror game's sound list looks like, and why the ambience does more work than the jumpscares.

What sounds does a zombie game need?

A zombie game needs individual groans, attacks, deaths and movement, plus horde beds, turning sounds and environmental foley for each encounter.

What monster sounds does a game need?

A monster needs idle, alert, attack, pain and death vocals, with distinct variants for behaviour, size and distance and separate movement or hive beds.

Why these exist

Each one answers a question that comes up repeatedly from people buying or building game audio, and each is written from something that actually happened here: an Asset Store rejection, an audit of 150 shipped files, a levelling pass that moved a peak back over spec. Where a number appears it was measured on real files.

There are 571 free sounds if you would rather test the conclusions than read them.