SFX Overview
Welcome!
New volunteers are encouraged to read the Guidance for Contributors page, to get a sense of how we work as a team.
Discord is our home base. It's where we coordinate our work, give feedback, and brainstorm new ideas.
ClickUp is the website where we track who is working on what. This is where you'll go to claim tasks to work on.
Google Drive is where we host our finished sounds. This is where you'll go to upload your work. The Drive also has some useful resources, like every sound currently in the game.
The handbook (this website) is where we put our documentation. Take a look at the different pages, there's a lot of information on here.
Audio Guidelines
44.1 kHz, 16-bit WAV files
True peaks no higher than -1 db
Any sets of sounds should be normalized so that they feel appropriately loud in relation to each other. Don't rely on the implementation folks to do your mixing for you. For example, a layered spell that has 5 audio files should be mastered so that all 5 files are appropriately loud when played back.
Most sounds should be mono. The game engine can place mono sounds spatially within the world (e.g. to your left, to your right) as well as attenuate the sound with distance (further sounds are quieter). Stereo sounds can ONLY attenuate with distance. Stereo sounds cannot be placed spatially, nor can they downmix into mono with distance.
Most sounds should not have reverb. Instead, the game engine will apply reverb to your sounds that is appropriate for whatever space the player is standing in. Exceptions to this rule are made for certain sounds, like distant animal calls.
Naming Your Files
Bethesda developed a file naming convention that communicates a sound's purpose and integration method. We will follow a similar naming convention. It will help us stay organized, ease the process of audio implementation, and ensure that you get credited correctly for your work.
To properly describe a sound, please use this naming system:
sfx_[author]_[folders]_[name/condition]_[number]_[2d][lp/lpm]
// Examples
sfx_benburtt_amb_bittercoast_morning_insect_01_2dlp.wav
sfx_benburtt_amb_bittercoast_morning_insect_02_2dlp.wav
sfx_benburtt_itm_armor_drop_01.wav
Use all lowercase. Use underscores (_) instead of spaces.
author: Your name. Please keep your name consistent so that we can find you and you receive proper credit.
folders: What folder the sound will be in. Many folders have subfolders (e.g. "amb > bittercoast > morning"), and you must include these subfolders in your filename.
name/condition: The name or condition that describes the actual function of your sound. You have some freedom with this bit of information! Please try to keep it short and concise.
number: The variation number. Always use two digits: 01, 02, 03...
(Conditional) 2D: Is this sound 2D? If no, skip this. If it is 2D, add "2d" to your filename.
A 3D sound is mono and is played with spatialization. The game engine will pan and attenuate it according to its position relative to you (e.g. a guard speaking to you).
A 2D sound is stereo and is played without spatialization. It will sound the same as if you played it through a media player (e.g. a telepathic voice inside your head).
(Conditional) LP/LPM: Is this sound a loop or envelope loop? If no, skip this. If it is a standard loop, add "lp" to your filename. If it is an envelope loop, add "lpm" to your filename.
A standard loop (LP) loops directly from the end of a sound back to the beginning.
An envelope loop (LPM) loops between two set points in the audio file, and when told to stop will either jump or play through to the release.