Skip to main content

Goal

Ensure players can hear important audio cues, speech from other players and NPCs, and assistive technologies like screen readers. Achieved through separate volume controls for each type of audio output so players can tune the mix to their needs.

Overview

Background music and effects add atmosphere but can drown out speech and assistive-tech audio for players with hearing loss or attention-related disabilities. Independent volume controls let players lower non-essential audio without losing immersion — and also help players who are easily distracted.

Scoping questions

  • Is your game multiplayer (players talking via party chat)?
  • Does it have NPC chatter or in-game dialogue essential to narrative?
  • Are there sound effects or audio cues important to gameplay?
  • Is there background music, ambient SFX, or other non-speech audio?

Implementation guidelines

Independent volume controls

Games provide adjustable volume (and mute) for at least these categories independently:
  • Music
  • Voice-over
  • Active sound effects (engine noise, gunshots, footsteps — critical to gameplay)
  • Background / ambient sound effects (non-critical)
  • Narration
  • Voice chat

Spatial audio

Provide an option to enable spatial audio for SFX, narration, and other important sounds so players can determine directionality by audio alone.

Mono downmix

Provide an option to convert stereo audio to mono sent to both channels, so players with single-side hearing loss don’t miss content that was panned to one ear.

Pauseable audio

Players can pause audio events, including cinematics with audio.
Events under 3 seconds don’t need a pause method. Real-time multiplayer gameplay is exempt.

Duck for assistive tech

Include an option to automatically lower or mute game audio when audio from assistive technologies (e.g. a screen reader) is detected.

Potential player impact

Resources

Last modified on August 4, 2026