Game audio task planning guide Asbjoern Andersen


Planning is essential for great game audio, and in this useful guide, audio designer & manager Jaime Cross shows you how to get it right:
Written by Jaime Cross, and republished with his kind permission
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Before we properly begin, a quick few words from Jaime Cross:

 
“I wrote this blog post off of the back of a talk I gave to a local game dev night called the Glasgow Game Dev Soapbox. It was a (very) quick and brief overview of what is possible for audio pre-production and some of the prep work people might not have considered, especially non-audio people. It’s a bit of a companion piece to what is below that you can watch here (though it does feature a heavy Scottish accent!):



You Should Have Got Audio In Earlier - Jaime Cross


A big thank you to Joe, Ryan, Jack, Shelby, Fergus, and the rest of the folk involved in making those events happen.

Secondly, the first draft of this write up was written for my ex-collegues at nDreams, who are (at the time of posting this) facing a round of redundancies. There are a number of incredibly talented people across multiple disciplines who are now looking for work, so if you have any opening please reach out to them.

Finally, thanks to Asbjoern and the A Sound Effect team for reaching out and republishing this!”

Howdy.

Are you an audio person that’s suffered from the terrible and generic “Audio Pass” Jira ticket with no details? Are you a producer trying to work out how long an audio task actually takes so that you can avoid bottlenecks and hit deadlines without your sound designers cracking under the pressure of only having 2 days to actually do the work? Or are you another random person that some slight hyperbole around game audio work might apply to?

Well, here’s something for you. I wrote a guide to help folk when it comes to drafting audio tasks, with a target of ensuring collective accountability and knowledge of what is required to complete them across the board.

It’s a bit long, and the standard caveats of “this is non-exhaustive and there will be scenarios I have not covered” and “please look at your own project’s scope, needs, and team” apply, but hopefully it will help get your own pipelines off the ground or tightened up a bit!

Some parts may seem self explainatory to certain people or disciplines, but not to others, so please bear that in mind. Game development a team effort after all :).

 

The User Story/Feature Kickoff


When thinking about audio needs and requirements, you need to start at the very start. When writing a User Story or Feature the first questions asked should be:

  • Does this need audio?
  • Does this affect audio?

If either is “yes” or “maybe”, then you need an audio person involved!

When thinking about audio tasks that are attached to a Story/Feature, the main things to consider are:

  • How does audio tie into the wider Story/Feature goals?
  • How should tasks be broken do to accurately reflect the work involved?
    • As an example: Consider audio creation, implementation, and mixing as 3 separate audio tasks. This allows for a more accurate reflection of where audio in relation to the Story/Feature, and properly define what is expected or needed to complete each part (especially in relations to dependencies).
  • What other disciplines involved in the Story/Feature might affect audio?
    • This will likely be all of them to some degree, but knowing key people to contact is critical.

↑ back to overview
 

Writing The Tasks


So you should now know if you need audio or not for your user story, feature, or epic. Next it’s time to break it down: what are the audio tasks in relation to the User Story or Feature?

Tasks need to be usable and not just “yeah work needs done”. We should aim for audio tasks to be:

  • Readable – The task and outcomes are easy to understand
  • Trackable – Progress on tasks can be followed
  • With Purpose – Have an explicit goal, even if the outcome is not direct asset creation
  • Accountable – Have defined dependencies + sign offs

Instead of having one generic “audio for thing” Jira Ticket like “we need sounds for [x] enemy”, consider breaking that into its component tasks or sub-tasks with a short write up on what each involves and/or references, so that people know what is happening with each and that it matches an overall goal. For example:

  • Create audio for [x] enemy’s Fireball ability – Overall description of what happens, when/where audio is triggered, how long it should take to complete the task, any dependencies, expected end result, approval conditions + sign offs.
    • Audio Design for ability + related animations – What audio is needed for what actions? Are there any additional anims like build ups, follow throughs, or interrupts? Are any variations needed?
    • Implement Audio for ability + anims in Wwise – Event set up in Wwise. Set up any parameters as needed. Mixing etc.
    • Implement Audio for ability + anims in Unreal – Attach to anim events/BPs/wherever it’s triggered. Make sure parameters and variables driving them are set up correctly.
    • Testing and Signoff – Does it work locally/in-engine? Does it work in build? Has this been validated? Does it mean any additional creative/aesthetic criteria?

This may seem a bit like overkill (I can hear the screams of “no that’s too much info to track it’s NOT AGILE ENOUGH!”), but understanding the steps involved from “we need a sound” to getting it into a game is important, and not everything is going to require the same amount of work. If you’re fortunate enough to have a team with multiple audio disciplines then you’ll want these tasks separated out so that people know what work is actually assigned to them (ie: a generalist audio person creating assets while a tech audio person is doing the implementation work for a feature).

Breakdowns also allow us to track any potential bottlenecks or issues people are having, in case they need additional support or if there are repeated instances of certain tasks taking longer than estimated. It might be more data, but it also means you have more knowledge about your process and how to patch up any issues if they arise!

↑ back to overview

 

Time Scales and Dependencies


Time Scales are straight forward – how long will each task take?

This should be estimated by the audio people on the team and/or the audio lead for the project, depending on how you run your sessions. Having tasks written out and broken down will help both the audio team and others understand the scope of work that will be involved. Sometimes a task might seem smaller than it actually is when all that exists is a single Jira ticket!

Dependencies have a few requirements that can vary depending on the nature of the Story/Feature. Any dependencies should be linked to tasks they affect.

The most critical of these are:

  • When will the required work for audio to start be finished?
  • What tasks directly affect audio?

For example: if a User Story involved creating an implementing a new playable human character, audio may need to know (but not be limited to) the following:

  • Abilities: This is general design work on how the character should function. It will need to be known in advance of the task being written up.
    • ie: What does this character do? How do they move? What attacks or special powers do they have?
  • States: Again, this is design work that will tie into audio system and implementation as well as asset creation.
    • ie: What gameplay states can this character enter? Will audio reflect these? Do different states need different audio assets or processing?
  • Aesthetics: Mostly visual related. These only need to be at the concept level rather than in game.
    • ie: Is there any visual style to stick to? What does the character look like? What is the character wearing? What are their clothes made of? Do they have any additional gear that needs audio sweeteners?
  • Animations: These should be almost final or locked for any audio related tasks, and will always be a key dependency in those instances. Pre-final anim passes are useful for getting audio assets made and rough timings, but audio related tasks cannot be fully completed until they are done. Any animation change is a potential audio change. Any timing changes MUST be communicated to the audio team.
    • This comes from experience. Trust me on this one.
  • VFX: Are there any visual effects or tie ins that need audio sweetening? These can be done as a separate follow up task if the VFX pass is going to be some time out from everything else.
  • Barks + VO: This one is fairly obvious, but any VO tasks can’t begin until there’s a script in place. The script needs to be as final as possible when it comes to getting recordings done, as additional sessions and pick ups cost time and money. You can and should use robo voice where possible to test things and set up dialogue hooks in advance of the performed lines being delivered.
    • ie: What is the voice spec? Has someone been cast in the role? Do we have a cue sheet and/or script covering everything?

Obviously, a whole character is iterative and not all of this can be known at certain stages, but it’s important that it is available for any relevant audio tasks!

You may also have to consider Additional Support Needs, which relate to any non-audio work which may also be required to complete audio tasks.

This should be considered a bit differently to dependencies, which are needed before the task starts. For example, an implementation task may require some code support to complete, but is depending on audio work having started. Just because it’s an “audio task” doesn’t eman it’s entirely on the audio team to complete!

Please remember: Audio often relies on other work being finished. If that work isn’t going to be available until the end of a sprint, then there will be no time for audio to complete their tasks.

↑ back to overview


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Expected Outcomes + Deliverables


This is what the deliverables of the task should be in relation to the Story/Feature, and how they can be checked by a third party.

Generally these should be straight forward, such as:

  • finished audio assets
  • assets hooked up to any actions or animations
  • written proposals

and so on.

The checks for sign offs should have some frame of reference to do so. For assets and implementation, this can be in the form of a video from the audio designer showing what sounds should be playing when, along with repro steps (including relevant asset, variable, and/or state names) which can then be checked by others in a build to confirm. For proposals: these will generally be written documents, slides, or something like Miro boards.

↑ back to overview
 

Task Tagging


Audio Tasks should have a master audio related tag (eg: Audio in Dept) that can be used to filter out any audio work on the project. This does not need to be the only audio tag, as different projects and studios will have different ways of working.

This should be attached to tasks that are unassigned to anyone as well, to ensure that all work is accounted for at any given point. Don’t let things go missing in your backlog or bug reports!

↑ back to overview
 

Agreement Sign Off


This is a general sign off by involved parties to make sure that the time scales, dependencies and deliverables for the tasks are all correct and agreed to. This should include anyone that will be signing off on task completion/acceptance criteria that is covered below. They should agree that the:

  • Task description and work requested are accurate and reflective of Story/Feature needs.
  • Task timescale is achievable.
  • Task dependencies are recorded.
  • Task outcomes + deliverables are correct.
    • This is the end output of the task. What should be done once this has finished?
  • Task acceptance criteria are correct
    • ie: What is needed to meet the above outcomes? What quality bar needs to be reached?
    • This should include what expected results for QA will be, most likely a video reference + scenario conditions.
  • People signing off on acceptance are the correct ones
    • For example, VO tasks would need agreement from whoever is managing narrative, but weapon sounds would not.
    • Cinematic or trailer work may need sign off from a cinematics or publishing team.
    • This might be the same person on a project (like a project lead), but it’s good to know WHY they are signing off so they know what perspective to take!

Again, when sprint planning it is CRUCIAL to remember that audio will likely be at the end of most content creation Stories/Features. It cannot reasonably be expected to start and finish during the last week of a sprint or milestone. A general recommendation would be to have audio be a sprint behind on any Stories/Features that are dependency heavy.

↑ back to overview

More game audio resources:

 

Game Audio Glossary: Game Development Roles – and how they relate to your game audio work:

Find out how different game development roles relate to your game audio work:
 
 

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Game Audio Guide: How to write a (game-changing) audio design document today:

Veteran sound designer and game audio director Zachary Quarles on how to do an audio design document:

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REAPER for Game Audio – Getting Started & Rendering

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Want to learn more about game audio? Don’t miss the Game Audio Power List for a huge selection of game audio resources, interviews, guides, tips, sounds, books, jobs, community pages & much more:

EXPLORE THE GAME AUDIO POWER LIST HERE

 

Completing Tasks


How do we know that a task is complete, and what if the process for any iterations and bug reporting? Some of these are self evident. For example, have/has the:

  • Targets or Outcomes of task have been met?
    • Can you look at the main task title and say “Yes, this is done”?
  • Wider User Story/Feature targets been met?
    • Does the work meet the wider goals it is attached too?
    • With reference to the above, someone could “correctly” complete a task, but be at odds with the context of what is going on around their work. Best to be safe.
  • Deliverables been provided?
    • Have the assets or systems that were requested in the task been completed or implemented?
  • Task been completed on time?
    • Especially in relation to any other work that depends on it. Audio has a lot of dependancies but that doesn’t mean others aren’t waiting on us!
  • Test Cases/Expected Result been confirmed?
    • Has QA ensured that things are producing the expected result provided?
    • Does this new system produce any critical or high-level bugs that need to be fixed?
  • Quality bar been hit?
    • Is it at a level we are happy with in game on expected hardware?
    • Also consider any playback formats here. Has it been checked in headphones and other speaker arrangements? If it’s in VR has it been checked using their built in headphones?

Outside of completion on time, these should be considered the main failure points for any task and must all be met before being considered “complete”. Other tasks may have additional points that must be met before sign off by the people agreed upon during the planning.

↑ back to overview
 

Feedback Process


It is also expected that iterations of work will be needed, either during the task or as part of the sign off process. This work should remain subject to the review process defined in the task.

Having somewhere for the audio team to share WIP passes informally, especially within a wider audio team, is always great to have. Building an environment where people are encouraged to do so and provide (USEFUL!) feedback results in both a better end result and better sound designers. It’s also great to share them with people doing related tasks, like animators or VFX artists. Games can and should have circular feedback processes where people can work off of what other disciplines are doing, and generally share knowledge about what each does and requires. Show and tells are generally great for this.

I also recommend wider audio health checks at the tail end of major milestones to ensure things are at the quality level they should be and that the audio work for the project remains realistic and achievable. This should involve the audio lead on the project, a producer/project manager, and a project stakeholder (like a game director). Things happen, plans change, so be sure to adapt correctly to what the project needs and make sure everyone agrees!

For other feedback, it’s useful for this to be:

  • Relative and relevant to the task/Story/Feature at hand.
  • Informative. Don’t just say “I don’t like it”. Why not? What issues do you have? What do you think is missing?
    • You don’t need to use audio terminology here either, the main thing is making sure both sides understand what is or isn’t working.
  • Non-contradictory. Don’t say “I want it to sound like Tron, but not futuristic”. That doesn’t make sense!
    • If you’re not sure how to phrase things you should give references + examples. There might be specific elements from Tron you want/don’t want, but don’t know how to get that across. That’s fine! But people can only work to what they’re told.

How this feedback is delivered is also important!

Ideally this should be somewhere that’s visible as well as trackable or referenceable, such as in emails, on Jira tasks, or on Miro boards. Mainly so that it doesn’t get lost, but also so that others can see it too. Having a dedicated audio feedback channel on Teams or Slack with the relevant project stakeholders might be useful too, depending on how big your team is.

If you’re working with clients then their feedback should be delivered as quickly as possible, using the above rules. Where possible, an audio person should be looped into these conversations to ensure that information is being clarified with the person giving it and not through multiple filters.

Finally, one main thing for having a somewhat more formal and visible feedback process is to make sure that actions don’t go into feature/scope creep with additions on top of the original task. Other work can come out of tasks, but those should be separate things with separate timescales and requirements.

↑ back to overview
 

Maintenance and Documentation


For larger scale audio systems, or audio systems that will likely have people outside of the audio team interact with them, there should be some time given for the audio designer on the task to write up how they works and make it publicly available to the rest of the team on the likes of Confluence, Notion, or whatever tool you use. This is to ensure that people can investigate and work with systems with some degree of knowledge without having to completely rely on the audio person that made that system for information.

The audio team should also be creating and maintaining their own asset lists for tracking purposes. Do not neglect these!

Additionally, it is expected that over a project’s lifetime audio content and systems will need maintenance and updates. This should happen naturally as new user stories and features are planned out, however some issues may be raised during milestone audits or by the audio designer themselves.


Phew.

I apprciate that is a lot of info to read through, but hopefully there’s parts of it that make sense and you’ll want to integrate into your working practices. Again, it is quite granular but the main point is to get across what needs to be considered when it comes to making audio happen in games! Audio people can sometimes squirrel away in their own little fiefdoms, so if this helps someone bridge a gap in understanding their needs then that’s a win!

I’ve also not spoken about mixing at all there but I would consider it good practice to have some time set aside for it each milestone at the very least, especially later in the dev cycle when things are more content complete. People will do passes as they implement their work, but the game as a whole also needs time and care. There’s no point in all of their hard work going to waste if the game sounds bad!

But yeah, I hope this helps someone. Good luck!

 

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About Jaime Cross:

 
Jaime Cross has worked in game audio for over a decade as an audio designer, lead, and manager in teams both small and large. His most recent role was at nDreams managing the audio team to help deliver VR titles like Synapse and Ghostbusters: Rise of The Ghostlord. He can also be found performing as part of Glasgow based group The Cabinet Noir. Learn more about him here.



 
 
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    Structured into three comprehensive packages:

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    The core of ‘COLLISION’, this kit boasts a massive range of sound elements. From destructive debris blasts to deep, cinematic drums and complex metal scrapes, this package offers unlimited creative possibilities. Includes everything from subtle tonal drones to intense, raw impacts. Ideal for creating high-energy soundscapes that captivate and engage.

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    Expertly organized into four categories:
    Whoosh Hits, Physic Impacts, Game Impacts, and Regular Impacts.
    Each sound is meticulously crafted for versatile cinematic uses, providing extended, atmospheric sounds that enhance any scene with depth and power.

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  • Destruction & Impact Sounds Cataclysm Play Track 1482 sounds included $195

    Cataclysm is a vast collection of recorded, synthesized and designed sounds created to support important destructive moments and add a stronger sense of extreme consequence to any sound.

    The recorded section of library features elements such as flash powder explosions, propane cannon blasts and artillery cannons recorded in unique natural environments with violent transients and lush, long and varied tails. It also features falling trees, forge burners, large trebuchet wood groans, rock smashes as well as more ordinary items recorded and designed to feel like an over the top version of themselves such as vacuum cleaner suctions, metal vase holders, ground pounders and more.

    The synthesized section of the library features equally rich textures in the form of explosion sweeteners, other-worldly environmental reflections, scorching energy risers and more.

    Finally, recorded and synthesized content was employed to develop the designed section, where the hyperrealism of the recordings meets the clean yet aggressive textures of the synthesized section in catastrophic assets themed around the library’s title.

    Bonus: Two extra libraries included for free:
    This library also includes two additional releases from Mattia Cellotto - for free: Crunch Mode delivers 230 crunchy sounds made with a variety of vegetables, fresh bread, pizza crust and a selection of frozen goods. The Borax Experiment gets you 158 squishy, gory, slimy and gooey sounds.
  • When you’re ready to step up to the next level of sound effects or if your needs are limited but with a wide range—this is the pack for you. With high-quality content covering everything from ANIMALS and MECHANICALS, to EXPLOSIONS, MAGIC, WEAPONS and FOLEY, this is the perfect collection for aspiring video producers, and anyone starting out in sound design.

Explore the full, unique collection here

Latest sound effects libraries:
 
  • Foley Sound Effects Peugeot Boxer 2002 van Play Track 236 sounds included, 45 mins total $65
    All files are recorded 32bit, 192 kHz, with Shure KSM 137, Line Audio Omni1, FEL Clippy XLR EM272 and Sonorous Objects SO.3 microphones, Sound Devices MixPre-6 II & Zoom F3 recorders. Library contains wav files of driving, interior and exterior foley, mechanical and electrical sounds. It is also available in UCS.
  • Introducing the first library of the Bicycles Sound Effects series; Bicycles: Trainer.

    This is a focused collection of 98 high-quality sounds in 58 files that captures every nuance of trainer bicycles with exceptional clarity.

    It has a comprehensive range of a variety of sounds from different trainer bikes, including magnetic and fluid trainers.

    What’s Inside:

    – Pedal and Chain Noises: Smooth pedalling, rhythmic clicks, and chain movement unique to trainer setups.

    – Rides on the Trainer: at different speeds (from 3 perspectives: front, back, rider), bicycle hub sounds, brake sounds, gear shifter sounds, cyclist shoe sounds, trainer setup sounds, and accessory sounds like water bottle clicks, towel movements, and fan noises.

    – Resistance Adjustments: Distinct sounds of changing resistance levels, from soft shifts to heavy gear transitions.

    – Cadence and Speed Variations: Sounds at different cycling speeds, from gentle warm-ups to intense sprints.

    – Multiple Sound Perspectives: Features mono close-up, distant, and onboard recordings to match any project need.

    100% royalty-free – comes with intuitive naming and detailed description – UCS compatible.

    Find the true sound of it with Vadi Sound Library.

    What else you may need

    You may also want to check out our Bavaria 36 Sailing Boat for access to 58 unique files of 32m 35s duration, including sailing, sail Foley, engine ignition starts and cut offs, water movements, different RPMs, interior and on-deck Foley and ambiences from different perspectives like front, rear, near the water, inside the hull.

    Mercedes-Benz Axor 1840 is another option with 54 pristine sounds with multi-channel tracks of exterior and onboard perspectives; ranging from engine starts and stops, rev-up, idle, gearshifts, accelerating and decelerating to constant and high, medium, low RPM, driving slowly and fast.

     

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  • Foley Sound Effects Painting Play Track 150+ sounds included $18.85

    This unique collection features 117 high-quality sound effects, meticulously recorded with the guidance of an experienced painting artist. Each sound captures the true essence of painting, covering a wide range of tools, objects, and actions.

    From the crisp sounds of brushes on canvas, both long and short strokes, to the textured scraping of spatulas mixing paint on a palette, this library has everything painting-related.

    You’ll find expressive sounds like oil paint being squeezed from a tube, the rhythmic tapping of fingers on the canvas, and the soft swishing of fan brushes applying delicate strokes. The creativity and precision of the performance shine through, offering immersive sounds perfect for film, games, or creative projects.

    If you need the sounds of real painting tools in action, this library brings the studio to life, featuring the textures and techniques of an authentic artist’s workspace. Perfect for artists, sound designers, and content creators looking to add a touch of realism to their projects.

    96kHz-24bit, 100% royalty-free, UCS compatible and comes with intuitive naming and detailed descriptions.

    Find the true sound of it with Vadi Sound Library.

    What else you may need

    You may also want to check out our Pottery Workshop for access to 84 unique files of the cosy natural rhythms of hums, scrapes, splashes and thuds that soundtrack the pottery workshop.

    Essential Foley Bundle is another option with 12 essential libraries in one solid Foley toolkit; including 11.968 organic sounds of handling endless diverse objects and materials.

     

     

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  • Household Sound Effects Massive Clocks Play Track 3312 sounds included, 160 mins total $24.99

    MASSIVE CLOCKS – is an extensive sound library containing 3312 unique files of various types of clocks, real and imagined. From the Chimes of Grandfather Clocks to the Ratcheting of Mechanisms and Ticking of time to Miscellaneous. All of our libraries comply with the Universal Category System naming convention standard, allowing for accurate and easy granular searches.

    ‘Massive’ Libraries – is our take at recreating sound effects through the use of state-of-the-art resynthesis, this approach generates semi-accurate recreations and mimics the target sound effect, however this method also produces novel and unexpected results. These are our otherwise more “Experimental” libraries.

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  • Hello Creators!

    Here’s my new pack: “RPG Inventory Sounds“

     

    YouTube Preview

    List of SFX included

     

    The approach for this pack was to create sounds for the inventory all RPG/Fantasy video games have.

    I recorded some bags and items I have in my home :)

    There are different types of SFX inside this pack: bag, remove items, coins, equipment, clothes, food, stones, armour, etc…

    They can be used in different styles of video games or other media projects.

    I hope you enjoy implementing this sounds in your project!

     

    Related Packs (created by me)

    Inventory Sounds – Volume 01

    Click Sounds (UI SFX)

     

    Making-Off

    All this sounds were originally recorded with a Zoom H6 (cardiod microphone), and were edited in Logic Pro X, almost no processing was made, it was mainly editing the recorded material but also I used the plugin “Phaseplant” as a sampler.

     

    Some considerations

    1. Keep in mind this sounds can be used in a variety of situations, I put a name to the SFX but this doesn’t mean it can’t be used in other contexts.

    Check out this guide that maybe will help you

    2. The sounds are in 44.1Khz/16 bit format. I have the original files at 96khz/24bit also, if you need this format, please contact me.

     

    Contact

    Any doubt, any idea, any proposal, please contact me on: The.Sound.Guild.SFX@gmail.com

     

    Check all my packs

    https://www.asoundeffect.com/sounddesigner/the-sound-guild/

     

    Cover Image Credits

    https://www.istockphoto.com/en/vector/dice-d20-for-playing-dnd-gm1492638988-5165…

     

    Tags: sound pack, sfx, sounds, vgm sounds, vgm sfx, inventory, inventory sounds, inventory sfx, bag, bag sounds, bag sfx, clothes, ceramic, wood, arrows, interactions, user interface, ui, user interface sounds, assets, sack, backpack, backpack sounds, kitbag, purse, travel bag, rpg, fantasy, rpg sounds, fantasy sounds, character sounds, loot, equipment, sword, characters, bag, arrows, bow, equipment, clothes, first aid kit, books/paper, food, stones, book, books, page, pages, paper, papers, mineral, armour, click, clicks, tool, tools, metal objects

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