| Layer | Primary goal | Pitfalls | Mix tools and policies |
|---|---|---|---|
| Ambience | Sense of place and time | Masking dialogue | EQ dips, level, bus ducking |
| World/Foley | Material identity, affordances | Repetition, machine-gun effect | Variations, random start, filters |
| UI/UX | Feedback and guidance | Loudness spikes, overuse | Loudness targets, short decay |
| Dialogue/VO | Intelligibility | Fighting music/ambience | Sidechain, clarity EQ |
| Music | Narrative pacing and emotion | Loop fatigue, clashes | Stingers, states, blends |
| ID | Asset Name | Category | Trigger/Event | Diegetic | Playback |
|---|---|---|---|---|---|
| 01 | footstep_grass_light | Foley | player_step | Yes | One-shot |
| 02 | door_metal_open | Foley | interact_open | Yes | One-shot |
| 03 | ui_inventory_open | UI/UX | ui_open | No | One-shot |
| ID | Variations | Randomization | Parameters | Ducking | Format |
|---|---|---|---|---|---|
| 01 | 8 | start ±20%, pitch ±3 st | player_speed | UI bus −4 dB, 50/200 | OGG |
| 02 | 3 | start ±10%, vol ±2 dB | none | music bus −3 dB | WAV |
| 03 | 2 | none | none | none | OGG |
Goal: Design a small assets list for footsteps that adapt to player_speed and surface.
Steps
- Deliverable: Five rows completed + 1-minute talk-through
Mike Patton and the Intonarumori