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How are sound effect levels measured (peak and LUFS)?

Game assets glossary · 1 primary source

How loud sound files are, measured either by their highest sample (peak, in dBFS) or by perceived loudness over time (LUFS / LKFS, defined by ITU-R BS.1770).

Peak tells you whether a file can clip: 0 dBFS is the digital maximum, so packs often normalise to about −1 dBFS to leave headroom. Loudness (LUFS) tells you how loud it sounds; two files with the same peak can differ a lot in loudness.

Sounds from mixed sources rarely match. Level them to a common target before import, then balance categories (UI, footsteps, explosions, music) with buses in the engine rather than per file.

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