midicnMusic Knowledge 中文

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

Acceptance checks

Sources

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