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: 2026-08-27

Production context

Canonical sourceGDD/06-Art-Audio/02-Audio-Direction.md
Decision markers0 confirmed · 3 recommendations · 2 TBD
Browser document roleRead-only production view; edit the GDD source or this generated system 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 imported GDD below is canonical; items not stated explicitly remain unresolved.

  • ReviewVisual Pillars
  • ReviewRealism / Stylization Target
  • ReviewShape Language
  • ReviewMaterial Language
  • ReviewColor & Lighting Direction
  • ReviewCharacter / Environment / Prop Rules
  • ReviewDo / Don’t
  • ReviewReference Collections
  • ReviewApproval Rules

Canonical GDD 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 (proximity vs. squad) — a big tension feature in survival games but adds infra; [TBD].
  • 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.