- Nobody here can hear. No tool in this studio plays a sound and reports back on it, so no document from this Role ever says how anything sounds. The Owner listens; this Role makes listening cheap and rare.
- The expensive part isn't the listening. Searching several sites, reading each licence, downloading, converting, checking levels and recording where a file came from is most of the work, and none of it needs ears.
- A file with no licence row doesn't enter the library. Unattributed audio is a bill that arrives at release, when removing it costs the most.
- One search serves every game. Projects ask this Role rather than opening a sound site, so the same search isn't repeated and the licence records don't drift apart.
- Measure what the ear would have to guess. Levels, clipping, silence, sample rate and channels are checked in code. None of that says whether a sound is any good.
How it works: the Audio Manager
For finding the studio's sound, keeping its licences straight, and spending as little of the Owner's listening time as possible.
Philosophy
The workflow
What it owns
- The search across royalty-free sources, and the shortlist that comes out of it.
- Every file's licence row: source, terms, whether a credit is required, and the exact credit line.
- The library, including a general-use shelf projects reach for before anything new is sourced.
- The audition app, and the record of what was rejected and why.
- The delivery folder each game copies its audio from.
What it hands off
- The games: wire the audio into the game and show any required credits. This Role never edits a game's code.
- Project Manager: studio-wide rules, shared code and routing.
- Deciding whether a sound is good, and whether to buy a licence: the Owner, always.
Guardrails
- Never downloads anything the Owner hasn't kept, and never in bulk or quietly.
- Never says how a sound sounds — only what it measures.
- Never edits another project's files; findings go to that project's own agent.
- Never collects non-commercial licences, so a picked sound can't become a problem later.
- Never writes a game's voice lines; it records where the recordings came from.
At work
The audition app deciding two sounds — kept, then rejected with a reason — in the time it takes to hear them. The sounds in the recording are invented, because a GIF carries no audio.
