I’m the creator of a small game-audio store and wanted to share the approach behind my latest pack, Haunted Atmosphere.

Most horror ambiences are a single fixed track. I split each of 6 scenes into 4 stems:

  • bed: drone / room tone that is always there
  • air: wind, hum, vents, water
  • detail: creaks, drips, crows, chains
  • presence: high tension cluster and wordless whisper-like textures

Played together they reproduce the full mix sample for sample, so in-engine you can start all four and fade layers in as the player gets closer to the threat, then fire a stinger. Every loop is 60 s and seamless by construction (synthesized as a loop, no crossfade), with loop points embedded in WAV and OGG.

I’m the creator. Sounds are synthesized by code written with AI assistance; no generative AI audio or image models were used. AI tool: Grok Bot coding assistant (used only to write the synthesis code; current version as of Oct 2026). (Techniques: filtered noise, modal resonators, creak models, formant filters, synthetic reverb.)

  • CGTRocketX@programming.dev
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    14 天前

    Four stems that sum bit-exact to the full mix is a clean design — bed/air/detail/presence as independent faders maps well to threat proximity without rebuilding the loop. Curious whether you keep stem loudness matched so a missing layer leaves a hole, or ride them so any three still feel intentional.

    • yetiancai_audio@programming.devOP
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      14 天前

      I’m the creator, good question. They’re ridden, not matched. Each stem gets its own fixed level in the scene code. Then one shared gain brings the full mix to -20 LUFS, so the stems still sum to the mix exactly. Measured with ffmpeg ebur128 across the 6 scenes:

      • bed: -24.9 to -22.9 LUFS
      • air: -24.7 to -22.4
      • detail: -32.5 to -28.0
      • presence: -29.4 to -26.8
      • full mixes: -20.0, true peak -8.5 to -6.1 dBTP

      So bed and air are the loudest layers, and detail/presence sit 4-8 dB lower by design. (The synthesis code was written with AI assistance.)