Audio for a Game Demo
A game needs assets that loop, trigger and interrupt, not a finished track
The most underrated rework in a demo build happens when the programmer wires your music into the engine and finds broken loop points and mismatched names.
What you are delivering
A set of assets the engine can consume directly: one or two pieces each for exploration, combat and menus, plus a few sound effects. Every piece must loop seamlessly, respond to events and fade out within two seconds. Not a three-minute track.
Three steps
1. Write the asset sheet first: where each piece plays, how long, which bar the loop starts at, and what it can crossfade to. 2. Build layered loops: export drums, harmony and melody separately at the same length and start point so the engine can add and remove layers with combat intensity. 3. Follow the engine's naming, sample rate and headroom conventions so no one has to come back and ask.
Pages and tools to use
- Game audio introduction — start with the difference between an asset system and a track.
- Interactive and adaptive music — layers, branches and parameters decide how many files you export.
- AI for game audio — generators produce loops, but a human still checks the loop point.
- Delivering to the engine — sample rate, loop points, loudness and naming; one wrong means a redo.
- Source separation — if you only have a finished mix, this is a rescue, not a plan.
Acceptance checks
- Each loop plays three times continuously with no click, gap or level jump.
- All assets are 48 kHz, share a start point, follow the naming convention, and switch within 100 ms.
- Music bus leaves 6 dB of headroom for effects, and loudness follows the demo mix rather than a release master.
Sources
- 本页为场景导航,链接目标为已发布条目(2026-10-31 核对)
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