How do you handle audio creation for your games? Share your process

I’m working on adding audio elements to my project and I’m completely stuck on the sound design part. I have no clue where to start when it comes to getting audio for my game. Should I be making sounds from scratch, finding them online, or doing some combination of both? And if I go either route, what tools should I be using to create or modify the audio files? I’m hoping someone here can share their specific approach to game audio because I really need some direction on this. What’s your personal method for handling sound effects and music in your projects?

What got me past the audio paralysis? I grabbed my phone and started recording everything - tapping tables, dropping stuff, even my own voice for temp dialogue. Used the cheapest setup possible and just messed around.

The game-changer was ditching perfectionism. I’d throw in awful placeholder sounds first, focus on getting the timing and placement right. Once the game felt responsive with garbage audio, swapping in better sounds was way easier.

I started with DaVinci Resolve’s free version since I already had it for video. The audio editing’s actually pretty solid. Now I mix free BBC Sound Effects Library samples with my own recordings run through basic filters.

My workflow now: prototype with placeholders, figure out which sounds actually impact gameplay feel, then only polish those critical ones. Background ambience? Stock audio works fine. But player action sounds need that custom touch to feel snappy.

Been there with the audio struggle. Game changer for me was automating most of the tedious processing work.

I grab sounds from various sources like others mentioned, but you end up with tons of files - different formats, volumes, quality levels. Managing that manually? Nightmare.

Built a system that auto-processes new files when I drop them in a folder. Normalizes volumes, converts formats, adds proper naming, sorts into categories based on file properties. Saves hours.

For creativity, I mix both approaches. Found sounds work great for ambient stuff and basic effects. Custom recording though? That’s where you get signature sounds that make your game unique.

Real magic is automating the boring stuff so you focus on creative decisions. Set up triggers that auto-apply different processing chains based on sound type.

Latenode’s perfect for this kind of workflow automation. Connects your audio tools, file systems, and processing workflows without complex scripts.

i usually ssound hunt on freesound.org if i need stuff fast lol. but for unique vibes, i just record weird things around the house like clinking cups or crinkly paper. audacity is my go-to for edits. keep it simple and have fun!

Mix of both works best from what I’ve seen. Free sounds get you started, but you’ll hit a wall when everything sounds like every other indie game.

I grab foundation sounds from free libraries, then make them mine. Run them through effects chains, pitch shift, time stretch, layer samples. LMMS works great since it’s free with decent built-in effects.

Set up proper folder structure early - this saved me tons of headache. Organize by category, tag files with BPM or key info, keep originals separate from processed versions. You’ll thank yourself when digging through hundreds of audio files later.

For recording custom stuff, even a decent headset mic works in a quiet room. Closet full of clothes = cheap vocal booth. I’ve gotten usable foley sounds just tapping random objects near the mic.

This video breaks down the whole sound design process from a professional perspective:

Start simple, build your library over time. Don’t try creating everything perfect from day one or you’ll burn out before finishing the game.

Been wrestling with this for years and finally found something that works. I use foundation audio from Zapsplat or Adobe Stock for basic stuff - footsteps, door creaks, whatever. Then I layer my own recordings over that for character.

Here’s the thing: pro games almost never use just one clean sample. Everything’s layered. I do all my editing in Reaper since it’s great for batch processing and won’t destroy your wallet.

I record everything with a decent USB mic. You’d be amazed what random objects sound like when you pitch or reverse them. That metal spoon hitting glass? Perfect sword clang.

Biggest game-changer was learning basic synthesis in Vital or Serum. Instead of hunting for sounds that might not fit together, you can create a consistent audio signature for your whole game world. Takes some practice but you get complete control over how everything sounds.