Game audio is interactive: sound responds to player action and game state in real time, unlike linear film audio. It splits into three jobs — sound effects (feedback), music (emotion/pacing), and dialogue/VO (narrative) — all balanced by a runtime mix. This page covers the pipeline, adaptive music, spatialization, and the budget.
Assets — recorded or synthesized samples, usually compressed (Vorbis/Opus) for size, kept uncompressed (PCM) for short latency-critical SFX.
Events / cues — gameplay triggers an abstract event (“footstep”, “explosion”) rather than a specific file; the audio system picks the actual sample(s).
Voices / channels — each playing sound occupies a voice; a finite voice budget is enforced by priority and culling.
Buses / submixes — voices route through a mix graph (SFX bus, music bus, VO bus) for grouped volume, effects, and ducking.
Master out — final limiter, output to the device at the platform’s sample rate.
Event Queue for audio — KBVE drains cross-system messages on a fixed cadence rather than firing direct calls; audio events fit that same Event Queue model — decouple when triggered from when played.
State-driven music — the GDD’s core-loop and game-state sections drive which audio state is active (exploration, combat, menus, cutscenes), matching the music-direction guidance in the core template.