Audio Design Document
Sound and music specification for the dungeon wave-survival prototype. All assets sourced from Freesound.org under Creative Commons licenses.
Audio Bus Layout
Ducking: When pause menu opens, the Music bus drops by -6 dB. Restored on resume.
Music
Main Menu Theme
mus_menuCreepy dungeon cave soundscape — dark drone, low-frequency rumble, water dripping, slow air howling. 3:00 duration, perfect for looping menu background.
Combat Loop A
mus_combat_01Battle-march action loop — punchy, intense war march with driving drums. 11s seamless loop, 11.9K downloads.
Wave Clear Sting
mus_wave_clearVictory (short sting) — 6-second triumphant phrase with bells and piano. Signals wave completion.
Game Over Sting
mus_game_overJingle_Lose_00 — dark orchestral lose jingle for fantasy games. ~5s, somber descending feel for death/game-over.
Player Sound Effects
Footstep 01 (Stone)
sfx_player_footstep_01Stone steps — walking on concrete, cleaned background noise. 8.6s recording, slice individual steps.
Footstep 02 (Stone variant)
sfx_player_footstep_02Steps on concrete, indoor — 192kHz, noise-removed. Different tonal character for natural alternation.
Sword Swing
sfx_player_attack_swingSword whoosh sound — custom metallic whoosh. 9s (trim to single swing).
Sword Hit
sfx_player_attack_hitHit Impact Sword 2 — heavy sword impact, meaty with metallic clang. 1.2s, game-ready.
Shield Block
sfx_player_blockMetal Impact — bright metallic clang, 0.59s. Heavy shield rattle feel.
Player Hurt
sfx_player_hurtShort male exertion/pain grunt, 0.29s.
Jump
sfx_player_jumpConcrete stomp — trim a single impact for jump launch sound.
Landing Thud
sfx_player_landBodyFall — heavy thump, 0.96s. Solid armored character landing.
Skeleton Sound Effects
Skeleton Spawn
sfx_skeleton_spawnRattling Bones — bones emerging and clattering, 5.5s. 8.9K downloads.
Skeleton Footstep
sfx_skeleton_footstepSkeleton bones (game) — 0.8s bone/crumble on stone. Light bony tap.
Skeleton Attack
sfx_skeleton_attackLow metal scrape — heavy bone swipe, metallic crunch.
Skeleton Hit (non-lethal)
sfx_skeleton_hitSword Hit (light) — 0.76s bone crack + rattle.
Skeleton Death
sfx_skeleton_deathFalling Bones — pile collapsing and scattering, 2.8s. 7.5K downloads.
Skeleton Aggro
sfx_skeleton_aggroDeath by Zombie — growls and hisses, 48s. Trim initial growl as aggro cue.
UI Sound Effects
Menu Navigate
sfx_ui_navigateSFX UI Button Click — procedural click, 0.16s. 6.7K downloads.
Menu Confirm
sfx_ui_confirmPing Bing — crisp, satisfying select chime.
Menu Back
sfx_ui_backTic Toc Click — soft reverse-click variant.
Pause
sfx_ui_pauseTrim a short segment of the Dark Dungeon Ambience drone — low rumble + mute transition.
Ambient / Environment
Dungeon Ambiance
sfx_ambient_dungeonDark Dungeon Ambience — wind, drips, low hum. 3:00 seamless loop. Dual-use: menu theme and ambient bed.
Wave Start Horn
sfx_wave_startDistant War Horn — 19s medieval/tribal war horn. Ominous and foreboding. 3K downloads.
Trigger Wiring Reference
Which script plays which sound, and when.
| Script | Sound ID | Trigger |
|---|---|---|
| main_menu.gd | mus_menu | On _ready() |
sfx_ui_confirm | Start Game pressed | |
sfx_ui_navigate | Button focus change | |
| pause_menu.gd | sfx_ui_pause | Pause menu opens |
sfx_ui_confirm | Resume pressed | |
| Music bus duck | -6 dB while paused | |
| player.gd | sfx_player_footstep_01/02 | Alternating, every ~0.35s while running |
sfx_player_attack_swing | Attack window start | |
sfx_player_attack_hit | Enemy take_damage called | |
sfx_player_block | Blocked hit received | |
sfx_player_hurt | Unblocked damage taken | |
sfx_player_jump | Jump input | |
sfx_player_land | was_on_floor transition | |
| skeleton_enemy.gd | sfx_skeleton_spawn | Spawn animation start |
sfx_skeleton_footstep | Every ~0.5s while walking | |
sfx_skeleton_attack | _try_attack called | |
sfx_skeleton_hit | take_damage (non-lethal) | |
sfx_skeleton_death | _die called | |
sfx_skeleton_aggro | First SPAWNING → CHASE | |
| wave_director.gd | sfx_wave_start | wave_started signal |
mus_wave_clear | wave_cleared signal | |
| game_state.gd | mus_combat_01 | Phase → PLAYING |
mus_game_over | Phase → GAME_OVER | |
| map_base.gd | sfx_ambient_dungeon | _ready() — loop |
File Structure
Attribution Template
Include this in your game credits or a LICENSES.txt file. CC0 sounds require no attribution but crediting is appreciated.
== Audio Credits == --- CC-BY 4.0 (attribution required) --- Jingle_Lose_00.wav by LittleRobotSoundFactory — https://freesound.org/s/270467/ License: Creative Commons Attribution 4.0 Sword_whoosh_sound.mp3 by Artninja — https://freesound.org/s/700220/ License: Creative Commons Attribution 4.0 Metal Impact.wav by CGEffex — https://freesound.org/s/97792/ License: Creative Commons Attribution 4.0 Death by Zombie by giddster — https://freesound.org/s/416060/ License: Creative Commons Attribution 4.0 --- CC0 (no attribution required, credited voluntarily) --- Dark Dungeon Ambience by Kinoton (#516566) Stone Steps by Phil25 (#208103) Steps on concrete by areniporgen (#712084) Hit Impact Sword 2 by CogFireStudios (#547036) Sword Hit by qubodup (#442769) jump-grunt by luminousfridge (#561555) BodyFall by 000600 (#187136) Rattling Bones by spookymodem (#202102) Falling Bones by spookymodem (#202091) Skeleton bones (game) by cribbler (#381859) Sword hit (low metal) by xkeril (#815763) Victory (short sting) by xkeril (#706753) SFX UI Button Click by suntemple (#253168) UI SFX pack by GameAudio (#220206) Clicks, Buttons & UI by Breviceps (#366104) battle-march action loop by haydensayshi123 (#138681) Distant War Horn by DeVern (#512490) Concrete Footsteps by SoftDistortionFX (#465299) BODY FALL by leonelmail (#504626) All sounds sourced from https://freesound.org