Hello everyone,
i have a few questions regarding common practices when it comes to game audio, especially when provided as a sample-pack or sound library. I am an audio person and do not have much background in game development even though I have a rough overview of the field and generally like video games.
Currently I am doing some sound design experiments and though it would be fun and maybe helpful to others, if I release some of it as a sound effects / background tracks pack. I listen to a lot of video game soundtracks and also did some research on some asset stores, but I am still unsure how to best deliver the files such that it is as easy/convenient as possible for game devs (who might not be super deep into audio engineering) to use the files.
So here are my questions (any additional advice is welcome as well):
1.) For background "ambience" type tracks (rain, drones, etc.) how long would they optimally be? I know that they should loop seamless, but when I checked some asset packs the tracks seemed all rather short to me (between 0:30 and 2:00). For background ambience I would have guessed the longer the better since more recognizable patterns would not stand out as much as in a 60sec track repeated x times. Are they that short to reduce the file size? A normal ambient track as a musical release could be well beyond 10min and I do not really understand why it should be shorter for games given that the filesize would not be crazy big for modern hardware? When checking soundtracks e.g. for the Amnesia games, the tracks are much longer than 2min. Is it misleading to look at them for comparison since they are probably rearranged a bit for the OST?
2.) For sound FX: Obviously it would be a good idea to package the sounds in a dry (no additional e.g. room effects) version. Is a wet version (e.g. with some room reverb) also of use or is this something people will handle by themselves inside the engine? I thought maybe a dry version and 2 wet versions, one subtle and one a bit more out there would be fun, but I am unsure if it is useful to anyone.
3.) Is there a preferred samplerate, bitdepth and file type for such an audio pack? I can deliver really high quality uncompressed files (e.g. 96kHz, 24bit, .wav) for people to downsample it themselves later if necessary. Are there commonly used settings for game audio (like the 48kHz in film) or does it not matter because people compress it later to reduce filesizes anyway (read something like this in another forum post but was unsure how common a practice it is). Do people not really care as long as it takes up less space and would prefer a compressed version made from e.g. a 44.1kHz (CD quality) source to be included for direct use? The asset packs I looked at mostly had uncompressed or lossless compressed files but the samplerates where a little bit all over the place. Granted most of them were for free so maybe the quality standard was not very high for some of them.
4.) How loud are things expected to be? Do I master the background tracks like I would for e.g. streaming (-9 to -14LUFS)? Are sound effect samples expected to be normalized?
5.) This one is a bit off-topic but what asset stores / pages would you recommend putting stuff like that on? I want to release it for free, so I am not willing to pay any fees (or at least no big amount of money).
I know this is a lot of text and a lot of questions. If anyone would like to give their opinion on just one or two questions that already is very helpful. Thank you in advance for your time.