Game Audio Frequency Chart
Game Audio Stems versus Frequency Spectrum Plot
This poster summarizes the results of the frequency content and dynamic behavior analysis of more than 450 video games, in the form of a high resolution poster that shows the different types of game audio stems (groups) and how they are mapped in the (full spectrum) frequency scale of the 3 main game types.
High resolution and print-ready
Download this poster and print it, to use as a design guide and decorate your creative space, meeting room, or classroom.
At SoundFellas Immersive Audio Labs, we believe that data-driven design, backed up with well-educated human intuition, can make all the difference in the final result.
As part of our research efforts for great game audio, we analyzed game audio of commercial titles by employing forensic audio analysis methods. Our results come from the analysis of the frequency response and dynamic range behavior of more than 450 contemporary videogames from various genres.
As we discovered trends and similarities between game genres, we grouped the results into three distinct categories, action atmospheric and casual, that essentially cover all game genres and simplify our result organization. Then, we created subcategories, by separating sound into common audio groups that are used for each genre such as dialog, Foley, music and SFX. Even if the categories you are used to, differ slightly from what we present, you can easily adapt to the presented knowledge to expand yours.
Utilize our data to introduce three very important assets to your work that you might be missing:
- Quick sound mix for your game audio.
- Generate intuitive and natural-sounding content to rise up to the level of your player’s expectations.
- Avoid frequency overlapping for sounds belonging to different groups.
If you want to generate game audio based on cutting-edge research that SoundFellas already did for you, check out our poster!
Colors in bars represent dynamic range. Red color indicates the lowest, orange medium and green the highest dynamic range. Moving for the lowest to the highest dynamic range the sound is less controlled and more natural sounding.