Audio
Choosing sound effects for apps and games: levels, formats and loudness
Pick interface and game sounds that fit their job, set levels that sit together, ship the right format on each platform, and keep sound accessible.
By AssetLoom Team, published , 5 min read
Good interface and game sounds are felt more than heard. They confirm a tap, warn about an error, or make a reward feel earned, and then get out of the way. Bad ones are too loud, too long, or so repetitive that players turn them off within minutes.
This guide covers how to choose sounds that fit their job, how to set levels so they sit together, which file formats to ship on each platform, and how to make sound optional and accessible. It applies to apps, websites and games alike.
Start with the job each sound does
Before auditioning anything, list the events that need sound and what each one should communicate:
| Event | Should feel | Typical length |
|---|---|---|
| Tap, click, toggle | Light, tactile, neutral | Under 100 ms |
| Hover, typing | Barely there | Under 80 ms |
| Success, confirm | Bright, resolved, often rising in pitch | 150–600 ms |
| Error, denied | Lower, short, not alarming | 150–400 ms |
| Notification | Distinct enough to notice from across a room | 300–900 ms |
| Reward, level up | Celebratory, can be longer and musical | 0.5–1.5 s |
Pitch direction carries meaning that most people read instantly: rising sounds suggest success or progress, falling sounds suggest cancelling, closing or failure. Use that consistently and players learn your sound language without thinking about it.
Make the set sound like one product
Sounds from different sources rarely match. Pick a palette and stay inside it: one family of timbres (soft synth, wood, glass, chiptune) and, for anything tonal, one key or scale. The UI sound pack tunes every musical sound to C major pentatonic for this reason; any two of its sounds played together won’t clash.
- Avoid fatigue. A sound heard hundreds of times a session should be short and soft. Save character for rare events.
- Use variations for frequent game sounds. Footsteps, hits and coin pickups benefit from two to four variants played at random, or one sound with a small random pitch change of a semitone or less.
- Match the visual style. Chip-style blips from a retro SFX pack suit pixel art; soft synthesised clicks suit a calm productivity app.
Levels: peak, loudness and the mix
Two measurements matter, and they answer different questions:
- Peak level (dBFS) is the highest sample value. It tells you whether a file will clip. Well-made sound packs peak a little below full scale, for example −1 dBFS.
- Loudness (LUFS or LKFS) estimates how loud something sounds to people over time. Two sounds with the same peak can differ in loudness by 10 dB or more.
For a whole game mix, commonly cited starting points are around −24 LUFS integrated for console and PC titles and around −18 LUFS for mobile and handheld, based on recommendations from the Audio Standards Working Group. Very short UI sounds are too brief for an integrated loudness reading, so balance them by ear against your music and dialogue.
A starting ladder for interface sounds
Set the most important cues first, then place everything else relative to them:
| Category | Relative level | Why |
|---|---|---|
| Errors, success, notifications | 0 dB (reference) | They carry information the user needs |
| Opening, closing, swipes | −3 to −6 dB | Supportive, not essential |
| Taps and clicks | −6 to −10 dB | Heard constantly |
| Hover and typing | −12 dB or lower | Most frequent; easiest to find irritating |
These are starting points, not rules. Test on the devices your users have: phone speakers barely reproduce low frequencies, so a sound that feels warm on headphones can vanish on a phone.
File formats by platform
| Format | Best for | Watch out for |
|---|---|---|
| WAV (PCM) | Source files, editing, very short UI sounds, mobile apps | Large for long files |
| OGG Vorbis | Game engines (Unity, Godot, Unreal), web games | Browser support has varied, especially in Safari; provide a fallback on the web |
| AAC / M4A | iOS and Android apps, web fallback | Encoder padding adds a little silence at the start |
| MP3 | Universal playback, previews | Encoder delay adds silence at the start, which breaks tight timing and seamless loops |
| Opus (in WebM or Ogg) | Web and voice at small sizes | Check platform support before relying on it |
- Sample rate: 44.1 kHz or 48 kHz both work. Many game engines mix at 48 kHz; use one rate across the project to avoid unnecessary conversion.
- Mono or stereo: sounds that a game engine positions in 3D space should be mono, because the engine creates the stereo image. Flat UI sounds can stay stereo, though mono halves the file size.
- Keep the masters. Ship compressed formats, but keep the WAV originals for future edits.
Loading and latency
A click sound that plays 150 ms late feels broken. Keep short sounds ready in memory:
- Unity: set short clips to Decompress On Load; stream only long music and ambience.
- Web: decode sounds into Web Audio buffers once, ahead of time, and play from the buffer. Browsers block audio until the user interacts with the page, so create or resume the audio context on the first tap or click.
- Mobile: use the platform’s low-latency sound APIs for UI feedback rather than a general media player.
Audition sounds in context, not in a list
A sound that is lovely on its own in a file browser can be wrong in the product, and a plain one can be perfect. Judge sounds where they will actually play:
- Wire candidate sounds into a prototype, even a rough one, and use it the way a real user would.
- Try two or three options per event and switch between them quickly. Differences that are subtle in isolation become obvious in use.
- Listen on the worst speaker your users have, usually a phone held at arm’s length, and on headphones.
- Check in a noisy room. Notification sounds must cut through; taps and hovers shouldn’t.
- Play the busiest moment of your game or app and listen for sounds that mask each other. Trim lengths or lower levels until each cue is clear.
Pack previews help you shortlist. Most sound packs, including ours, include an audition file and an index of every sound with its category and duration, so you can find candidates fast before trying them in your build.
Make sound optional and accessible
- Never rely on sound alone. Every sound should accompany a visible change, and ideally a haptic on mobile.
- Give users separate controls for interface sounds, effects and music, and remember their choice.
- Respect the device’s silent or mute switch and system volume.
- Don’t autoplay audio on websites. If audio plays automatically for more than three seconds, WCAG requires a way to pause it or control its volume independently.
- Avoid harsh, high-pitched or very loud error sounds; they can be distressing, and users hear them when they are already frustrated.
Quick test
Use your app for ten minutes with sound on. Any sound you start to notice as annoying is too loud, too long or too frequent. Fix it before your users mute everything.
For a ready-made set, browse Audio & Sound; interface sounds pair well with animated loaders and status icons. Sound effects are licensed for use inside your own apps and games; they can’t be redistributed as a sound pack.
Spotted a mistake or have a question? Email support@assetloom.io.