Creating Audio Assets

This guide will get you started creating and managing audio assets for your game. To information about how to use sound within your game, consult the AudioManager API.

The Essentials

On iOS you cannot play .OGG audio, so ensure that your sound files are in .MP3 format as discussed in this guide. With the Game Closure DevKit, you can easily support both .OGG for Android and .MP3 for iOS by having two copies of each sound file. When building, devkit will take the .OGG version when it can be used on the target platform (Android for example) and will fall back to the .MP3 extension version if needed (iOS). Inside your game, name your sound files with a .MP3 extension rather than .OGG.

Audio Recording and Editing Tools

There are a wide variety of hardware and software solutions available for recording and editing audio for games. If you’re planning on creating the audio assets yourself, you may already have a preferred program for editing digital audio. However, if you’re new to digital audio recording and editing and want to gain a better understanding of how it all works, Audacity is an open source, free digital audio workstation (DAW), that can handle many of your audio needs.

Audio File Size and Format

Whether you’re creating the assets yourself, or having them delivered by a third party, the most important aspect of any audio asset, for developers, will be file size and format.


The Game Closure DevKit does not place restrictions on any audio formats, but it is important for developers to be aware of the format restrictions of the operating systems, and browsers, on which their game will be deployed. Check the target platform’s website for the latest information on supported audio file formats, the browser, iOS and Android.

Other important considerations, when choosing a file format for your audio assets, are restrictions that are inherent to the format. For example, while MP3 is often a good choice for games because of its small file size and almost universal compatibility, it is generally not an ideal format for looping audio. This is because the MP3 format adds brief amounts of silence to the beginning and end of any given audio file. This addition of silence is inherent to the MP3 format, and although the added silence is brief, it is generally noticeable to listeners as a gap or pop in the audio. For this reason, it is often better practice to use an alternate format for an audio asset that will play on a loop.

File Size

The file size of a given asset is generally an important issue in game development, since it can affect the overall performance of the game. Audio assets often require a relatively large amount of disk space when compared to other assets, such as images. For this reason, it is important to choose a format, and compression rate (when applicable), that reduces the size of the audio file, while preserving as much of the audio quality as possible.

The first step is finding a reliable audio converter that can compress the audio to the desired format and file size. There can be a wide variance in the quality of audio converters, particularly when converting at low bit rates, such as 112 kbps, or 64kbps. Professional DAWs will often produce significantly higher quality conversions than most stand-alone, or batch audio converters. However, it is important to make sure that a given DAW can convert to the desired format, as formatting options within DAWs can vary widely.

There is no one conversion rate that suits all audio, and you may find that some sounds have reasonable fidelity at extremely low conversion rates, whereas others require something significantly higher. It’s generally best to consider audio files on an individual basis, and convert them at the lowest rate that preserves the desired fidelity.

Stereo and Mono Files

Another important consideration for audio content is whether the audio needs to be in stereo or mono. This is significant because it can drastically affect the size of the audio file. In uncompressed formats, such as WAV or AIFF, stereo files require twice the amount of disk space that mono files require. While this is not the case for all compressed formats, it is generally best practice to use mono files when possible, and stereo files only when necessary.

Another factor to consider when choosing between stereo and mono files is the speaker configuration of the target platform. For example, most mobile devices only have one speaker. This means that even your stereo files will be effectively summed to mono when a user is listening to the audio on the device. However, if the user plugs-in headphones, stereo files will be heard as stereo, and mono files will be heard as mono.

For these reasons, among others, many developers will only make their music files stereo, while keeping all sound effects in mono (perhaps with the exception of particularly special sound effects).

Sample Rates

All digital audio is re-coded at a particular sample rate. That sample rate also drastically affects file size, and it is important for developers to be aware of any limitations that a particular target platform may place on sample rates.

The sample rate for CD quality audio is 44.1kHz. Most target platforms will support this, as well as any lower sample rates. 44.1kHz is also the rate to which most DAWs will default. Higher sample rates will generally not be used in game development, since higher sample rates require larger amounts of disk space. However, since lower sample rates use less disk space, it is often worth while to check the quality of a given audio asset when it is converted to a lower sample rate, and use it if the quality is suitable.

Tips for Audio Production

Whether you are creating the audio content yourself, or having it produced by a third party, the following tips may be helpful during the development process:

  • Decide what audio content will need to loop, and choose your audio file formats accordingly (remember that some formats loop better than others).
  • Always check your audio content in mono, since many users may only hear the audio from mobile devices that have only one speaker.
  • Check your audio on the target platform’s speakers (when possible). If you’re developing a game for iOS, listen to the audio content on an iPod, iPad, and/or iPhone. Audio content often sounds significantly different on a device speaker, due to its physical limitations, and you’ll want to make sure your audio sounds great to the end user regardless of how they choose to listen to it.