Audio Design Document

Sound and music specification for the dungeon wave-survival prototype. All assets sourced from Freesound.org under Creative Commons licenses.

24 Sound Assets 5 Audio Buses 20 CC0 / 4 CC-BY Format: .ogg Vorbis
4
Music Tracks
8
Player SFX
6
Skeleton SFX
4
UI SFX
2
Ambient

Audio Bus Layout

MASTER 0 dB Music -6 dB mus_* SFX -3 dB sfx_* UI -3 dB sfx_ui_* Ambient -12 dB sfx_ambient_* -6 dB duck on pause Speakers / Headphones

Ducking: When pause menu opens, the Music bus drops by -6 dB. Restored on resume.

Music

Main Menu Theme

mus_menu
File
menu_theme.ogg
Loop
Yes
Style
Dark ambient synth, brooding dungeon
Author
Kinoton
License
CC0

Creepy dungeon cave soundscape — dark drone, low-frequency rumble, water dripping, slow air howling. 3:00 duration, perfect for looping menu background.

2 alternatives
Dark Ambient Loop — goulven · CC0 · 31s loop · cave/storm atmosphere
Cave Ambience Loop — hushless · CC0 · 1:16 · game-ready immersive cave

Combat Loop A

mus_combat_01
File
combat_loop_01.ogg
Loop
Yes
Style
Driving percussion, minor key, 120-140 BPM
Author
haydensayshi123
License
CC0

Battle-march action loop — punchy, intense war march with driving drums. 11s seamless loop, 11.9K downloads.

1 alternative
"First Battle" Fantasy Combat Loop — ManuelGraf · CC-BY 4.0 · 57s · orchestral, 135 BPM, E minor

Wave Clear Sting

mus_wave_clear
File
wave_clear_sting.ogg
Loop
No
Style
Short triumphant brass/strings, 2-4s
Author
xkeril
License
CC0

Victory (short sting) — 6-second triumphant phrase with bells and piano. Signals wave completion.

2 alternatives
Fanfare — bone666138 · CC-BY 4.0 · 3.2s · medieval 3-trumpet fanfare
Victory Fanfare — humanoide9000 · CC-BY 4.0 · 10.5s · orchestral brass, grand cinematic

Game Over Sting

mus_game_over
File
game_over_sting.ogg
Loop
No
Style
Descending somber melody, 3-5s
Author
LittleRobotSoundFactory
License
CC-BY

Jingle_Lose_00 — dark orchestral lose jingle for fantasy games. ~5s, somber descending feel for death/game-over.

1 alternative
Jingle_Lose_01 — LittleRobotSoundFactory · CC-BY 4.0 · 8-bit retro lose jingle

Player Sound Effects

Footstep 01 (Stone)

sfx_player_footstep_01
File
footstep_01.ogg
Trigger
Every ~0.35s while running
Author
Phil25
License
CC0

Stone steps — walking on concrete, cleaned background noise. 8.6s recording, slice individual steps.

Footstep 02 (Stone variant)

sfx_player_footstep_02
File
footstep_02.ogg
Trigger
Alternated with footstep_01
Author
areniporgen
License
CC0

Steps on concrete, indoor — 192kHz, noise-removed. Different tonal character for natural alternation.

Sword Swing

sfx_player_attack_swing
File
sword_swing.ogg
Trigger
On attack_window start (0.3s in)
Author
Artninja
License
CC-BY

Sword whoosh sound — custom metallic whoosh. 9s (trim to single swing).

Sword Hit

sfx_player_attack_hit
File
sword_hit.ogg
Trigger
When take_damage called on enemy
Author
CogFireStudios
License
CC0

Hit Impact Sword 2 — heavy sword impact, meaty with metallic clang. 1.2s, game-ready.

1 alternative
Sword Hit — qubodup · CC0 · 0.76s · lighter hit

Shield Block

sfx_player_block
File
shield_block.ogg
Trigger
Player takes damage while blocking
Author
CGEffex
License
CC-BY

Metal Impact — bright metallic clang, 0.59s. Heavy shield rattle feel.

1 alternative
Sword hit (low metal) — xkeril · CC0 · heavier clang

Player Hurt

sfx_player_hurt
File
player_hurt.ogg
Trigger
Unblocked damage taken
Author
luminousfridge
License
CC0

Short male exertion/pain grunt, 0.29s.

Jump

sfx_player_jump
File
jump.ogg
Trigger
On jump input
Author
SoftDistortionFX
License
CC0

Concrete stomp — trim a single impact for jump launch sound.

Landing Thud

sfx_player_land
File
land.ogg
Trigger
On landing (was_on_floor)
Author
000600
License
CC0

BodyFall — heavy thump, 0.96s. Solid armored character landing.

1 alternative
BODY FALL - V HVY - DIRT — leonelmail · CC0 · 1.6s · heavy dirt fall

Skeleton Sound Effects

Skeleton Spawn

sfx_skeleton_spawn
File
skeleton_spawn.ogg
Trigger
On spawn animation start
Author
spookymodem
License
CC0

Rattling Bones — bones emerging and clattering, 5.5s. 8.9K downloads.

Skeleton Footstep

sfx_skeleton_footstep
File
skeleton_step.ogg
Trigger
Every ~0.5s while walking
Author
cribbler
License
CC0

Skeleton bones (game) — 0.8s bone/crumble on stone. Light bony tap.

Skeleton Attack

sfx_skeleton_attack
File
skeleton_attack.ogg
Trigger
On _try_attack
Author
xkeril
License
CC0

Low metal scrape — heavy bone swipe, metallic crunch.

Skeleton Hit (non-lethal)

sfx_skeleton_hit
File
skeleton_hit.ogg
Trigger
On take_damage (non-lethal)
Author
qubodup
License
CC0

Sword Hit (light) — 0.76s bone crack + rattle.

Skeleton Death

sfx_skeleton_death
File
skeleton_death.ogg
Trigger
On _die
Author
spookymodem
License
CC0

Falling Bones — pile collapsing and scattering, 2.8s. 7.5K downloads.

Skeleton Aggro

sfx_skeleton_aggro
File
skeleton_aggro.ogg
Trigger
First SPAWNING → CHASE
Author
giddster
License
CC-BY

Death by Zombie — growls and hisses, 48s. Trim initial growl as aggro cue.

UI Sound Effects

Menu Navigate

sfx_ui_navigate
File
ui_navigate.ogg
Trigger
Menu focus change
Author
suntemple
License
CC0

SFX UI Button Click — procedural click, 0.16s. 6.7K downloads.

Menu Confirm

sfx_ui_confirm
File
ui_confirm.ogg
Trigger
Button press (Start, Resume)
Author
GameAudio
License
CC0

Ping Bing — crisp, satisfying select chime.

Menu Back

sfx_ui_back
File
ui_back.ogg
Trigger
ESC / back action
Author
Breviceps
License
CC0

Tic Toc Click — soft reverse-click variant.

Pause

sfx_ui_pause
File
ui_pause.ogg
Trigger
Pause menu open
Author
Kinoton
License
CC0

Trim a short segment of the Dark Dungeon Ambience drone — low rumble + mute transition.

Ambient / Environment

Dungeon Ambiance

sfx_ambient_dungeon
File
ambient_dungeon.ogg
Trigger
Constant during gameplay
Author
Kinoton
License
CC0

Dark Dungeon Ambience — wind, drips, low hum. 3:00 seamless loop. Dual-use: menu theme and ambient bed.

1 alternative
Cave Ambience Loop — hushless · CC0 · 1:16 · game-ready dark cave

Wave Start Horn

sfx_wave_start
File
wave_horn.ogg
Trigger
On wave_started signal
Author
DeVern
License
CC0

Distant War Horn — 19s medieval/tribal war horn. Ominous and foreboding. 3K downloads.

1 alternative
Battle Horn — Porphyr · CC-BY 4.0 · 12s · sinister medieval fantasy

Trigger Wiring Reference

Which script plays which sound, and when.

ScriptSound IDTrigger
main_menu.gdmus_menuOn _ready()
sfx_ui_confirmStart Game pressed
sfx_ui_navigateButton focus change
pause_menu.gdsfx_ui_pausePause menu opens
sfx_ui_confirmResume pressed
Music bus duck-6 dB while paused
player.gdsfx_player_footstep_01/02Alternating, every ~0.35s while running
sfx_player_attack_swingAttack window start
sfx_player_attack_hitEnemy take_damage called
sfx_player_blockBlocked hit received
sfx_player_hurtUnblocked damage taken
sfx_player_jumpJump input
sfx_player_landwas_on_floor transition
skeleton_enemy.gdsfx_skeleton_spawnSpawn animation start
sfx_skeleton_footstepEvery ~0.5s while walking
sfx_skeleton_attack_try_attack called
sfx_skeleton_hittake_damage (non-lethal)
sfx_skeleton_death_die called
sfx_skeleton_aggroFirst SPAWNING → CHASE
wave_director.gdsfx_wave_startwave_started signal
mus_wave_clearwave_cleared signal
game_state.gdmus_combat_01Phase → PLAYING
mus_game_overPhase → GAME_OVER
map_base.gdsfx_ambient_dungeon_ready() — loop

Options Menu — Volume Sliders

Accessible from Main Menu and Pause Menu. Changes apply in real-time. Settings persist to user://settings.cfg.

OPTIONS
Master Volume80
Music Volume70
SFX Volume80
Fullscreen
Reset Defaults
Back
[←/→] Adjust [ENTER] Apply [ESC] Back

Godot Implementation

# AudioManager.set_bus_volume() func set_bus_volume(bus_name: String, linear_0_100: float) -> void: var idx := AudioServer.get_bus_index(bus_name) if idx == -1: return var db := linear_to_db(linear_0_100 / 100.0) AudioServer.set_bus_volume_db(idx, db) AudioServer.set_bus_mute(idx, linear_0_100 < 1.0) # Settings persistence func save_settings() -> void: var cfg := ConfigFile.new() cfg.set_value("audio", "master", _master) cfg.set_value("audio", "music", _music) cfg.set_value("audio", "sfx", _sfx) cfg.save("user://settings.cfg")

Bus routing: UI bus tracks SFX at 1:1. Ambient bus tracks SFX at 0.5×. Only 3 sliders exposed to keep the menu simple.

File Structure

project/assets/audio/ ├── music/ │ ├── menu_theme.ogg ← Kinoton #516566 │ ├── combat_loop_01.ogg ← haydensayshi123 #138681 │ ├── wave_clear_sting.ogg ← xkeril #706753 │ └── game_over_sting.ogg ← LittleRobotSoundFactory #270467 ├── sfx/ │ ├── player/ │ │ ├── footstep_01.ogg ← Phil25 #208103 │ │ ├── footstep_02.ogg ← areniporgen #712084 │ │ ├── sword_swing.ogg ← Artninja #700220 │ │ ├── sword_hit.ogg ← CogFireStudios #547036 │ │ ├── shield_block.ogg ← CGEffex #97792 │ │ ├── player_hurt.ogg ← luminousfridge #561555 │ │ ├── jump.ogg ← SoftDistortionFX #465299 │ │ └── land.ogg ← 000600 #187136 │ ├── skeleton/ │ │ ├── skeleton_spawn.ogg ← spookymodem #202102 │ │ ├── skeleton_step.ogg ← cribbler #381859 │ │ ├── skeleton_attack.ogg ← xkeril #815763 │ │ ├── skeleton_hit.ogg ← qubodup #442769 │ │ ├── skeleton_death.ogg ← spookymodem #202091 │ │ └── skeleton_aggro.ogg ← giddster #416060 │ ├── ui/ │ │ ├── ui_navigate.ogg ← suntemple #253168 │ │ ├── ui_confirm.ogg ← GameAudio #220206 │ │ ├── ui_back.ogg ← Breviceps #366104 │ │ └── ui_pause.ogg ← Kinoton (trim #516566) │ └── environment/ │ ├── ambient_dungeon.ogg ← Kinoton #516566 │ └── wave_horn.ogg ← DeVern #512490

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