> ## Documentation Index
> Fetch the complete documentation index at: https://devdocs.xbox.com/llms.txt
> Use this file to discover all available pages before exploring further.

# XAG 103: Additional channels for visual and audio cues

> XAG 103 guidance for expressing visual and audio cues through multiple sensory channels like text, haptics, and spatial audio for blind and deaf players.

## Goal

Express visual and audio cues through multiple sensory channels so key information is perceivable by players who are blind or have low vision **and** by players who are deaf or hard of hearing.

## Overview

Cues drive gameplay — gunfire direction, taking damage, interactable objects, new objectives. If any cue is single-sense, players who can't use that sense lose critical information. Ensure important information is expressed through **at least two** of: text, symbols, color, on-screen elements, spatial audio, distinct sounds, haptics, and screen narration.

Color-vision deficiency further complicates visual cues — colors may be muted, indistinguishable, or invisible. Cataracts and other conditions also change color perception.

## Scoping questions

* Do you rely on audio or visual content that causes a negative consequence if missed (e.g. audible gunshots as the only warning to take cover)?
* Do you use color to distinguish important elements (blue = poison, green = safe)?

## Multisensory communication options

### Visual

<CardGroup cols={2}>
  <Card title="Text and labels" icon="font">
    Accessible text ([XAG 101](/build/game-principles/accessibility/xag-deep-dives/xag-101-text-display)) that verbally names on-screen elements reduces cognitive load.
  </Card>

  <Card title="Symbols and shapes" icon="shapes">
    Fast-recognition icons paired with text labels help readers and non-readers alike.
  </Card>

  <Card title="Color" icon="palette">
    Reinforce other channels — never the sole channel.
  </Card>

  <Card title="On-screen elements" icon="crosshairs">
    Damage halos, directional indicators, and enemy markers supplement audio.
  </Card>
</CardGroup>

### Audio

* **Spatial audio** — encode direction and distance.
* **Distinct audio cues** — pings, bells, and stingers for new objectives, contact, kills, hollow swings, etc.

### Haptic

* Rumble patterns can supplement visual and audio cues. See [XAG 110: Haptic feedback](/build/game-principles/accessibility/xag-deep-dives/xag-110-haptic-feedback).

<Warning>
  Haptics are optional and unsupported on many devices (mouse/keyboard, XBOX Adaptive Controller). Always pair with at least one other channel.
</Warning>

### Color-vision deficiency

Given the range of color-vision conditions, aim to have **no** cue depend on color alone. When color reliance is unavoidable, let the player pick the colors used for individual game elements.

## Implementation guidelines

* **Visual critical content** is also represented by at least one other sense (spatial audio or haptic).
* **Content represented through multiple visual affordances** (shape + location) still needs a non-visual channel — blind players can't use shape or location alone. Screen narration, spatial audio, or haptic feedback is required.
* **Menu narration.** When narration is supported, use images with text alternatives for graphical symbols. Do **not** use Unicode font glyphs whose Unicode names differ from your intended meaning (e.g. a "3 o'clock" clock face used to represent "Timed Mode").
* **Color-conveyed critical content** is also expressed through shape, pattern, icon, or text label.
* **Player-configurable colors** for information carriers (e.g. rare item highlight, ally vs enemy markers on mini-map).
* **Disabled-state color change (graying)** is accompanied by another indicator such as a lock icon or a "Not available" text label. See also [XAG 102](/build/game-principles/accessibility/xag-deep-dives/xag-102-contrast) for inactive-element contrast.
* **Audio critical content** is also represented visually (typed indicator, directional graphic) and/or by haptics.
* **Text-only dialogue without a spoken track.** Provide the speaker's name and an indication of where the speaker is spatially located in relation to the player's character.

## Potential player impact

| Player                                                                                                 | Impacted |
| ------------------------------------------------------------------------------------------------------ | :------: |
| Players without vision                                                                                 |     ✔    |
| Players with low vision                                                                                |     ✔    |
| Players with little or no color perception                                                             |     ✔    |
| Players without hearing                                                                                |     ✔    |
| Players with limited hearing                                                                           |     ✔    |
| Players with cognitive or learning disabilities                                                        |     ✔    |
| Players with limited ability to use time-dependent controls                                            |     ✔    |
| Players on small / distant / glare-affected displays; young players; noisy or muted-audio environments |     ✔    |

## Resources

* [Ensure no essential information is conveyed by a fixed colour alone](http://gameaccessibilityguidelines.com/ensure-no-essential-information-is-conveyed-by-a-colour-alone)
* [Provide a choice of cursor / crosshair colours / designs](http://gameaccessibilityguidelines.com/provide-a-choice-of-cursor-crosshair-colours-designs)
* [Important supplementary information conveyed by audio is replicated in text/visuals](http://gameaccessibilityguidelines.com/ensure-that-all-important-supplementary-information-eg-the-direction-you-are-being-shot-from-conveyed-by-audio-is-replicated-in-text-visuals/)
* [Provide captions or visuals for significant background sounds](http://gameaccessibilityguidelines.com/provide-captions-or-visuals-for-significant-background-sounds/)
* [Use distinct sounds / music design for all objects and events](http://gameaccessibilityguidelines.com/use-distinct-sound-music-design-for-all-objects-and-events/)
* [Provide a voiced GPS](http://gameaccessibilityguidelines.com/provide-a-voiced-gps/)
* [Colour Contrast Analyser (CCA)](https://developer.paciellogroup.com/resources/contrastanalyser/)
* [Color Oracle colorblindness simulator](https://colororacle.org/)


## Related topics

- [XAG 110: Haptic feedback](/build/game-principles/accessibility/xag-deep-dives/xag-110-haptic-feedback.md)
- [XBOX Accessibility Guidelines (XAG)](/build/game-principles/accessibility/xbox-accessibility-guidelines.md)
- [XAG 106: Screen narration](/build/game-principles/accessibility/xag-deep-dives/xag-106-screen-narration.md)
- [XAG 111: Audio descriptions](/build/game-principles/accessibility/xag-deep-dives/xag-111-audio-descriptions.md)
- [XAG 102: Contrast](/build/game-principles/accessibility/xag-deep-dives/xag-102-contrast.md)
