Audio Direction

Audio Direction

Audio is a survival-game force multiplier: it carries tension, telegraphs threats, and is a gameplay signal (sound attracts zombies; gunfire reveals you). Treat key sounds as gameplay, not just polish.

Status: draftOwner: UnassignedUpdated: 2026-09-13

Production schedule — 2026-09-13: PIPE-ROADMAP now defines 32 focused phases (P00–P31). Phase 0/1/2/3 references retained in this document are legacy scope bands, not the new phase numbers. The owner confirmed limited-area core-loop proof before full-map expansion; see the roadmap for dependencies, audited status and remaining work.

Production context

Deprecated source referenceGDD/06-Art-Audio/02-Audio-Direction.md
Decision markers1 confirmed · 3 recommendations · 1 TBD
Browser document roleThis standalone HTML file is authoritative; edit this file directly through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

  • No explicit GDD links found.
Document contract coverage

Use these required Audio Direction areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.

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Authoritative project content

Audio is a survival-game force multiplier: it carries tension, telegraphs threats, and is a gameplay signal (sound attracts zombies; gunfire reveals you). Treat key sounds as gameplay, not just polish.

Goals

  • Tension & dread: sparse, atmospheric ambience punctuated by sudden threat audio.
  • Information: players locate zombies, gunfire, footsteps, and vehicles by sound. Spatialized audio is a core readability tool in third person.
  • Feedback: weighty gunshots, impactful melee, clear hit/headshot cues, satisfying craft/build/loot sounds.

Categories

Category Notes
Weapons Per-weapon fire, reload, dry-fire, melee swings/impacts. Distinct, weighty, distance-attenuated.
Zombies Per-type vocalizations + attack/aggro cues; readable threat audio. Bosses get signature audio.
Player/foley Footsteps (surface-dependent), breathing/exertion (stamina), pain, eat/drink.
Survival cues Low-stat warnings (hunger/thirst/cold), heartbeat at low HP.
Building/crafting Place/upgrade/destroy structure sounds; craft/loot UI sounds.
Vehicles Engine, fuel, damage; loud → aggro radius (Phase 2).
Ambience Region-based beds, wind, distant horde moans, weather (rain is gameplay-visible wetness — ../01-Gameplay/11-Wetness-and-Rain.md; other weather still visual/audio unless designed).
UI/music Restrained music (menus, boss stings, raid tension); minimal in-world music to preserve dread.

Gameplay-relevant audio — [RECOMMENDATION]

  • Noise generates aggro: sprinting, gunfire (louder than suppressed), vehicles, and building generate noise that zombies can hear (ties to ../03-Enemies/01-Zombie-Design.md senses).
  • Suppressors/stealth reduce audible range — a meaningful tactical choice.
  • Drive these via attenuation + a noise/aggro system, server-authoritative for AI reactions.

Technical — [RECOMMENDATION]

  • Use MetaSounds for procedural/variant sound (weapons, footsteps) and Sound Cues where simpler.
  • Attenuation/occlusion settings per category; spatialized 3D audio.
  • Sound concurrency limits to prevent audio chaos during hordes/firefights (cap simultaneous instances, prioritize nearest/loudest).
  • Organize assets under Content/Lambeer/Audio/ per ../05-Technical/03-Content-Folder-Structure.md.

Open items — [TBD]

  • Voice chat supports both proximity and squad channels[CONFIRMED]. Channel selection, moderation, mute/block, and bandwidth behavior must be covered by the implementation design.
  • Music intensity/dynamic mix system scope.
  • Final audio middleware decision (native UE audio vs. Wwise) — default [RECOMMENDATION]: native UE (MetaSounds) for indie scope unless a need forces Wwise.

Audio-facing UI contract — [CONFIRMED]

FEAT-HUD-UI includes English/Thai subtitles but not environmental closed captions. Voice supports server, proximity, and squad channels with PTT, current speaker state, per-player volume, mute, and block. Damage direction is inferred only from world image and audio; no directional UI indicator is provided.