FAQ

TECHNICAL STANDARDS

All assets are delivered in professional 48kHz / 24-bit WAV format. This is the industry standard for game engines (Unity, Unreal, Godot), ensuring high fidelity and preventing digital artifacts when the audio is pitched or manipulated in-game.

I provide both. Every sound includes a Dry version (raw, no effects) so your game engine can handle spatial reverb and real-time processing. I also include Wet versions, professionally treated with premium tools like Valhalla Supermassive, for UI sounds or cinematic moments where a specific “space” is required.

Yes. Every stinger is “topped and tailed,” meaning the audio begins at a zero-crossing with 0.00 seconds of silence to ensure instant trigger response during gameplay. There are no clicks, pops, or dead air.

Tech Specs

➡️ Format: WAV (Uncompressed)
➡️ Sample Rate: 48kHz
➡️ Bit Depth: 24-bit
➡️ Channels: Mono (SFX) / Stereo (Soundscapes)
➡️ Looping: Seamless where specified

MUSICALITY & MOODS

My 13-string lyre is highly versatile. I specialize in:
Dorian: For heroic, “ancient fantasy” mystery.
Aeolian: For somber, tragic, or “Quest Failed” moments.
Mixolydian: For regal, upbeat, or folk-inspired atmospheres.
Lydian: For ethereal, celestial, or magical discoveries.

Absolutely. Because I record with a high-end 13-string instrument, I can provide stems (separate layers) or variations of the same stinger at different intensities. This allows developers to use middleware like FMOD or Wwise to trigger more intense sounds as the player nears a goal.

THE INSTRUMENT & RECORDING

I play a custom African Calabash Lyre that bridges the gap between West African tradition (carved by the Peul/Fula people) and European craftsmanship (Spanish Walnut and Haya). The result is a “Global Fantasy” tone—an organic, woody resonance that you simply cannot find in a digital synth or a generic string library.

My soundscapes are not loops; they are evolving textures. I utilize the deep bass drones of the lyre combined with higher-register melodies. These are recorded as long-form, organic takes, providing a living, breathing background for your game’s environment.

Yes. With 13 strings and mechanical tuners, I can tune the instrument to the specific key and temperament of your game’s existing score to ensure seamless integration between the UI stingers and the background music.

Yes. Once you purchase a pack or a custom service, you have a commercial, royalty-free license to use the audio in your game forever. No hidden fees, no matter how many copies your game sells.

Close-up of audio editing software interface featuring waveform and controls.