Survey 38 games Median gap 6.0 dB One reference level throughout
The Audio Pass emblem The Audio Pass
Survey

Thirty-Eight Games Measured: Dialogue Is Losing To Effects By About Six Decibels

Every game we have passed through this desk, measured the same way: quiet dialogue against loud incident, at one fixed reference level, on one pair of headphones. The median gap is six decibels. In twenty-three of thirty-eight games it is wide enough that following a conversation and surviving a fight need different volume settings.

Survey 38 games Updated each pass 15 min read
A small desktop audio interface with pale blue meters and one illuminated dial beside a coiled cable and a foam windshield
One reference level, one pair of headphones, thirty-eight games, no processing anywhere in the chain.

The complaint that a game's mix is muddy is universal and useless, because it describes a listener's impression without giving anyone else a way to check it. This survey exists to replace that impression with a figure, and the figure we chose is the gap between the quietest dialogue a player is expected to follow and the loudest incident a player is expected to survive.

The procedure is described on the approach page. In brief: set a comfortable level using a spoken passage, do not touch it again, then measure the loud material relative to that. If a player would have to change the volume to cope with both, the gap is too wide, and the number tells you by how much.

The distribution

GapGamesSharePractical effect
Under 3 dB616%Never touched the volume
3–5 dB924%Comfortable throughout
6–8 dB1334%Occasional adjustment
9–12 dB718%Regular adjustment required
Over 12 dB38%Two incompatible settings

Fifteen games sit at five decibels or below and are comfortable across a whole session. Ten sit at nine or above, where a player must either accept inaudible dialogue or be startled regularly, and three are effectively asking for two different volume settings in the same game.

Does a dialogue slider fix it

Thirty-one of the thirty-eight games offer a separate dialogue volume control, which sounds like a complete answer and is not. Raising dialogue in isolation frequently makes it sit oddly in front of the scene, and in nine games it introduced audible compression artefacts on the voice bus.

Slider outcomeGamesNote
Fixes the gap cleanly14Voice remains natural in the scene
Fixes it, voice sits oddly forward8Legible but spatially wrong
Introduces artefacts9Audible pumping on the voice bus
No dialogue slider at all7Gap cannot be corrected by the player

The seven games with no dialogue slider include two of the three worst gaps in the table, which is an unfortunate combination: the games most in need of player correction are among those least willing to permit it.

Median gap across the table

6.0 dB

Six decibels is roughly the difference between comfortable and slightly too quiet. It is not catastrophic, and it is a strange median for an industry with excellent tools and decades of accumulated practice in exactly this problem.

Dynamic range, which is not the same thing

A narrow gap is not automatically good, because it can be achieved by compressing everything into a narrow band. We therefore record dynamic range separately, from the softest passage in ordinary play to the loudest, and look for games that achieve a narrow dialogue gap while keeping range wide.

ProfileGamesAssessment
Narrow gap, wide range8The target; skilful mixing
Narrow gap, narrow range7Comfortable but flat
Wide gap, wide range16Cinematic ambition, practical cost
Wide gap, narrow range7Loud and quiet in the wrong places

Eight games manage the target profile. Sixteen are in the wide-and-wide group, which we read as a deliberate choice to sound like film, and film is mixed for a controlled room at a fixed level rather than a bedroom at eleven at night.

A cinema mix in a bedroom is not ambition, it is a mismatch between the room you mixed for and the room you shipped to.

Notification density

Five strategy and management games were measured separately for how often a discrete alert interrupts the ambient bed, because the gap figure says nothing useful about a game where the problem is frequency rather than level.

City or empire sizeBest resultMedianWorst result
Early1 per 240 s1 per 95 s1 per 48 s
Moderate1 per 90 s1 per 34 s1 per 11 s
Large1 per 55 s1 per 19 s1 per 6 s

One alert every six seconds is not a soundscape. Two of the five games scale alert frequency with importance rather than with the number of entities that could produce one, and those two are the only ones we could still hear the music in at large scale.

What good looks like

Keep the gap under five decibels while leaving the range wide, which eight games in this table demonstrate is achievable. Provide a dialogue slider that does not compress the voice bus when raised. Where a design genuinely requires a wide gap, say so somewhere a player will see before buying, and scale alerts by importance rather than by count.