Game Sound Analysis Worksheet

Basic Info

  • Game title:
  • Level/scene and timestamp:
  • Team members:
  • Date:

Layer Inventory

Check all that apply and list examples.

  • Ambience:
  • Foley/World SFX:
  • UI/UX sounds:
  • Dialogue/VO:
  • Music (underscore/stingers):

Diegetic Matrix

  • Diegetic examples (heard by characters):
  • Non-diegetic examples (only for players):
  • Mixed/ambiguous cases (e.g., radio score that bleeds into score):

Interactivity vs Adaptivity

  • Interactive triggers you observed (input-driven):
  • Adaptive changes you observed (state/parameter-driven):
  • Mappings from gameplay to audio (RTPCs/parameters):

Spatial and Mix Notes

  • 2D vs 3D placement:
  • Occlusion/obstruction behavior:
  • Reverb/environmental cues:
  • Ducking/sidechain moments:

Accessibility and UX

  • Subtitles/captions quality:
  • Iconic vs abstract UI sounds:
  • Loudness comfort and dynamic range options:
  • Alternatives for players with hearing loss (visual/tactile cues):

Technical Guesses

  • Likely file formats/bitrates used:
  • Looping approach (seamless-loop markers/crossfades):
  • Middleware features used (snapshots, states, switches, blend containers):

Takeaways

  • What works particularly well and why:
  • What you would redesign and how:
  • Two ideas you will try in your next project: