SFX Overview
General Guidelines
44.1 kHz, 16-bit WAV files
True peaks no higher than -1 db
Any audio files that go together should be normalized so that they sound 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.
Mono/Stereo
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.
Reverb
Most sounds should not have reverb applied. 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...
(Optional) 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).
(Optional) 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.
Folders Reference
amb: Ambient or environmental sounds
drs: Door open and close sounds
drsc: Container open and close sounds. E.G. crates, barrels, and creature bodies
fst: Footsteps
fx: Bites, punching impact sounds
itm: Sounds that play when picking up, using or dropping specific items, clutter/dynamic objects
mag: Spell sounds
mus: Music that has a source, like bards
npc: Creature sounds
obj: Interaction sounds. E.G. lever pulls, valve rotations, static objects
phy: Physics sounds that items produce on impacts
qst: Unique sounds specific to quests
trp: Trap sounds
ui: User interface sounds
voc: Vocal sounds that aren't used in dialogue
wpn: Weapon sounds