Originally written: 2021.01.24
Last updated: 2026.09.06
The aim of this guide is to provide information on what to look out for when balancing the audio loudness of your game and what techniques you can use to assure that your game is not too loud, nor too quiet. This guide is based on the VN;Conf talk I gave in 2021. VN;Conf is a conference for and by people active in the visual novel industry. As such, visual novels will be referenced every now and then. But pretty much all of the information found here is relevant to video games in general.
The first thing I should note is that when I’m talking about a game’s loudness I mean everything you hear while playing the game, not just the music or any other element individually.
You’ve probably had that experience before: You started a game and the next thing you do is lowering the volume. If not right away, then maybe after a while because your ears get tired. A questionnaire by Jay Fernandes, a composer and sound designer, revealed that a game being too loud is usually a bigger problem than a game being too quiet.1 Fernandes, Jay, “Turn Down For What?? Why Loudness Matters In Video Games,” in: fernaudio.com, https:
The questions that have to be answered to understand game loudness are:
Nowadays the unit of measurement for perceived loudness is ‘LUFS’ (sometimes called ‘LKFS,’ which is effectively the same). You might also have heard of ‘RMS’ before, a loudness measurement system mainly used in the past. But the focus of this article will be LUFS. There are several ways to measure LUFS like momentary, short term, and integrated. Integrated is the one that I, just like most articles on this topic, will focus on: It measures the average loudness from the beginning of the measurement period to the end. LUFS is measured in negative units, and the more negative the number is, the lower the loudness is. That means for example, that -14 LUFS is quieter than -12 LUFS.
The big problem is that opposed to television, video games don’t have a set standard. In the case of TV you can get into a lot of trouble for not adhering to the norms. For video games, though, you have way more freedom. Take a look at this analysis by Stephen Schappler of the loudness of some AAA games, where you can see how big the loudness differences can be. Bioshock Infinite has an average loudness of -12 LUFS while Skyrim sits at -26 LUFS.2 Schappler, Stephen, “Listening for Loudness in Video Games,” in: stephenschappler.com, http:
Game | Loudness |
Bioshock Infinite | -11.8 LUFS |
Portal 2 | -14.9 LUFS |
Tomb Raider | -16.7 LUFS |
The Walking Dead | -16.8 LUFS |
Arkham City | -17.1 LUFS |
Borderlands 2 | -19.6 LUFS |
GTA IV | -20.6 LUFS |
Dishonored | -23.1 LUFS |
Skyrim | -26.0 LUFS |
For long form broadcast TV content in Europe the standard is -23 LUFS for the whole program3 EBU, Loudness Normalization and Permitted Maximum Level of Audio Signals (V5), https:
Here’s a definition of the anchor element from the official American guidelines:
“Anchor Element – The perceptual loudness reference point or element around which other elements are balanced in producing the final mix of the content, or that a reasonable viewer would focus on when setting the volume control.”6 Advanced Television Systems Committee, ATSC Recommended Practice. Techniques for Establishing and Maintaining Audio Loudness for Digital Television, with Corrigendum No. 1, https:
So, the anchor element is the element which a viewer or player would concentrate on the most when setting their volume, which is usually the dialogue. If there’s no dialogue in your game, then in the case of visual novels that might be the music.
Sony, Nintendo and Microsoft, through the Game Audio Network Guild, also recommend -24 LUFS for console games and -16 LUFS for portable games7 Game Audio Network Guild, GANG IESD Mix Recommendation (v.03.02), https:
Aside from loudness there are also recommendations regarding peak levels: The maximum amplitude of a wave form should not not be higher than -1 dB. This is an especially big factor that many game developers overlook, since they don’t necessarily realize that multiple sound sources, like music, SFX, and voice acting stacking up can cause the volume level to go beyond this threshold. I found a note about this exact problem in the official SNES Development Manual, proving that peak levels were a very much known problem in the 90s.11 Nintendo of America, SNES Development Manual, Book 1, p. 3-9-1. The GANG’s document doesn’t state anything about a peak level for mobile and handheld titles but I’d recommend to still stick to a peak of -1 dB.12 Game Audio Network Guild, GANG IESD Mix Recommendation (v.03.02), https:
Additionally, a Loudness Range of 15-10 LU (LU = dB) is recommended for portable games. This means that the distance between the quietest and loudest parts should be between 10-15 dB/LU.13 Game Audio Network Guild, GANG IESD Mix Recommendation (v.03.02), https:
Before you start measuring your loudness, you’ll have to make sure that you do proper volume balancing of the individual assets first. This includes making sure that the voice lines aren’t drowned out by the music or that the SFX don’t jump scare the player (unless on purpose).
Things start to get more vague from there. I’ve mentioned that Europe would want you to measure the full program while America would want you to measure the loudness of the anchor element. Most articles that deal with the topic of loudness in video games shift more towards Europe’s model. Ideally you would measure the loudness of a full playthrough, but since that would be pretty inefficient if your game is long, most say that you should measure the loudness of at the very least half an hour of gameplay, or, better yet, 1–2 hours or even more to get a more accurate number. Since visual novels are oftentimes more consistent in their loudness than action games, measuring for a shorter duration is likely unproblematic. But not measuring your whole game does mean that you could miss possible peaks that are higher than -1 dB, so be careful. I’d recommend choosing a gameplay snippet or snippets that include quiet and loud scenes in proportion. If you have a lot of quiet puzzle scenes then your gameplay measurement should feature more of those than loud action scenes. Note that audio signals below a certain threshold are usually ignored by loudness metering software, so no worries if your game has scenes without any sounds. Those will be automatically ignored.
One important thing to note is that you might want to give the players room to increase the volume if necessary. This means that you could measure the loudness while defaulting all volume knobs to 75 % or 50 %. That way players can still easily turn up the volume beyond the recommended level if they want to. Although, I’ve noticed that this is less important if the game is played on a handheld that has its own volume controls, like the Steam Deck or the Switch.
For measuring the loudness I recommend Youlean Loudness Meter 2.
If you’ve found that your LUFS value is actually way higher or lower than what you were aiming for (don’t forget the 2 LUFS grace range), it’s time to adjust the loudness of your audio assets. Just import them into an audio editor and lower/increase the volume of all assets by the same amount. Physics fortunately make this easier than one would think (as long as you’re not using any middleware that puts effects or a limiter or compressor on the audio in-software). If you lower all audio assets by 1 dB (which is the same as 1 LU), then the loudness of your game drops by 1 LUFS. So if the LUFS of your measured gameplay session is -16 LUFS and you want to drop it down to -23 LUFS, then all you have to do is drop the volume of all audio assets by 7 dB/LU.
If your audio is peaking beyond the threshold of -1 dB but the LUFS is at a good level, then you’ll have to either find out what sound effect or voice line made it go beyond this threshold and lower it or use a compressor on assets that have high peaks to decrease their dynamic range.
The short answer is no. Loudness isn’t a straightforward topic, neither in music, nor in television, and especially not in videos games.
Games are an interactive medium. Some players will spend more time in louder action sequences while others will spend more time in quiet puzzle sequences. The integrated LUFS value of the play sessions of these different kinds of players will look different. In visual novels, though, the variation usually consists of reading speed and choices. These are oftentimes less impactful compared to games with more interaction. But then again: You could have a loud route and a quiet route. Some players will only ever see one of the routes and opinions on whether the game was loud or quiet could differ.
There’s also the difference in play session lengths to consider. Measuring the loudness of a whole TV program, meaning either the episode or a whole movie, makes sense because you usually watch them in one sitting. In the case of a game you have multiple play sessions. So if you have a game that has one longer loud sequence that’s for example 2 hours long and your player starts their play session at exactly that section, then their ears are more likely to get tired after those two hours, as opposed to them starting their play session one hour before and ending their play session in the middle of the loud section. So some play sessions might seem loud to the player while others will seem fine.
Another problem is the difference between measuring integrated loudness of a full play session and measuring the anchor element. Like I mentioned, most suggest measuring the loudness of a full play session. In television, on the other hand, some complaints have been brought up against measuring the whole program, which is maybe the reason why American television standards want you to focus on the anchor element. A comedy sitcom series that has little dynamic range and focuses on dialogue will have a more consistent dynamic range, while action series that switch between dialogue and loud explosions will have a bigger dynamic range. This would result in the dialogue of the comedy series being louder than the dialogue of an action series since the loud parts push the LUFS value of the action series upwards.14 Johnson, Jon and King, Gregory, “The Mixer's Guide to Loudness for Broadcast,” in: izotope.com, https:
One goal of finding a common loudness level is to make sure that players don’t have to change their volume when switching to another game. Now you might think: “But if I adhere to these tips but the developer of another game doesn’t and the player switches from my game to theirs or the other way around, won’t my game feel too quiet?” Here’s where ear fatigue comes in: If your game is quiet compared to games by developers that haven’t considered their game’s loudness then that’s definitely still your win. Having to turn a game up is way less of a painful experience than having to turn it down or to have stop playing after a while. And as mentioned, you can default the volume sliders to 75 % or 50 %, letting players turn them up at will. Another advantage is that audio usually has to be compressed to reach higher loudness levels, meaning dynamics get squashed and the listening experience possibly suffers.
Some time after the release of my VN;Conf talk on YouTube, I was contacted by a staff member of the World Health Organization’s Make Listening Safe team. They were working on a safe listening standard for video games and were interviewing different people from the industry for their opinions on game loudness. The result of this endeavor was the ITU-T H.872,15 World Health Organization and International Telecommunication Union, ITU-T H.872 (1.0), https:
To sum things up: Norms work best if all or most people actually stick to them. But even if you’re one of the few people in the visual novel scene who ends up following the tips that I’ve outlined here, you’ll still come out on top, seeing how many advantages having your game be quieter gives you. There’s a lot of uncertainty when it comes to loudness in video games and you might find different solutions that make more sense for your specific game. But hopefully I was able to give you the tools and information necessary to create a good listening experience for your game.
Name | Time played | Default volume | LUFS | Notes |
Fate/Stay Night Réalta Nua | 2:30 (Prologue Day 1 and Fate route Day 1) | Music: 70% | -12 LUFS | Not featuring OP or OST patch of the Vita version. All voices turned on. Clips heavily (4.1 dB). |
Palinurus | 1:25 | 100% | -15 LUFS | Slight clipping, likely because music was normalized to 0 dB and mp3 compression pushed it up to 0.1 dB. |
Muv-Luv Extra | 2:05 (until 24.10. Wed) | Master 100% | -17.5 LUFS | Opening is -12 LUFS loud (not counted in the gameplay LUFS measurement). Binaural Atmospheric Sounds on. All Voices turned on. Voice over loudness leveling is inconsistent at times (some lines are oddly louder than others). |
Historia Chapter 1 | 1:48 | 100% | -18 LUFS | Staff member noted that it’s loud because they showed it at Comiket (which makes sense, since it’s a louder environment). Might be advantageous to have one separate version for conventions and a quieter one for the PC release. |
Katawa Shoujo | 1:35 (until beginning of “Cold War”) | 100% | -18.3 LUFS | |
King of the Cul-De-Sac | ~0:25 per run | ~60% | -20 LUFS | Average between three runs. The respective values of each run were: -20 LUFS, -19.5 LUFS and -20.3 LUFS. Was lowered previously because of loudness complaints, according to the developer. |
One Night, Hot Springs | 0:15/0:28 (two runs) | 100% | -22.5 LUFS | |
Doki Doki Literature Club | 2:30 | ~75% | -23 LUFS | Really consistent at -23 LUFS. No peaking, likely because there are barely any SFX. Dan Salvato noted in an E-Mail exchange that he leveled everything by ear and the (in my opinion) great loudness balancing might be a sign that this loudness range might be naturally good on one’s ears. |
One Night Stand | ~0:12 per run | 100% | -23.5 LUFS | Average between three runs. The respective values for each run were: -24 LUFS, -22.5 LUFS and -24.5 LUFS. Guitar playing (an optional action) raises the LUFS by quite a bit. The game barely has any music. |
Danganronpa | 4:50 (Chapter 1) | 50% | -24.8 LUFS | Japanese voice acting chosen. It’s noteworthy that the class trial was louder than the other game parts (shifting the loudness from -25 LUFS up t -24.7 LUFS before dropping again slightly in the chapter epilogue). |
Advanced Television Systems Committee, ATSC Recommended Practice. Techniques for Establishing and Maintaining Audio Loudness for Digital Television, with Corrigendum No. 1, https:/
Audio Engineering Society, Recommendation for Loudness of Audio Streaming and Network File Playback (Version 1.0), https:/
Audio Standards Working Group, Average Loudness and Peak Levels of Audio Content on Sony Computer Entertainment Platforms (v1.10), http:/
EBU, Loudness Normalization and Permitted Maximum Level of Audio Signals (V5), https:/
Fernandes, Jay, “Turn Down For What?? Why Loudness Matters In Video Games,” in: fernaudio.com, https:/
Game Audio Network Guild, GANG IESD Mix Recommendation (v.03.02), https:/
Johnson, Jon and King, Gregory, “The Mixer's Guide to Loudness for Broadcast,” in: izotope.com, https:/
Nintendo of America, SNES Development Manual, Book 1.
Pressey, Simon, “Audio loudness for gaming: The battle against ‘ear fatigue’,” in: mcvuk.com, https:/
Schappler, Stephen, “Listening for Loudness in Video Games,” in: stephenschappler.com, http:/
World Health Organization and International Telecommunication Union, ITU-T H.872 (1.0), https://www.itu.int/rec/T-REC-H.872-202410-I/en, published 2025.16.01, accessed 2026.09.04.
Fernandes, Jay, “Turn Down For What?? Why Loudness Matters In Video Games,” in: fernaudio.com, https:/
Schappler, Stephen, “Listening for Loudness in Video Games,” in: stephenschappler.com, http:/
EBU, Loudness Normalization and Permitted Maximum Level of Audio Signals (V5), https:/
Advanced Television Systems Committee, ATSC Recommended Practice. Techniques for Establishing and Maintaining Audio Loudness for Digital Television, with Corrigendum No. 1, https:/
Advanced Television Systems Committee, ATSC Recommended Practice. Techniques for Establishing and Maintaining Audio Loudness for Digital Television, with Corrigendum No. 1, https:/
Advanced Television Systems Committee, ATSC Recommended Practice. Techniques for Establishing and Maintaining Audio Loudness for Digital Television, with Corrigendum No. 1, https:/
Game Audio Network Guild, GANG IESD Mix Recommendation (v.03.02), https:/
Audio Standards Working Group, Average Loudness and Peak Levels of Audio Content on Sony Computer Entertainment Platforms (v1.10), http:/
Pressey, Simon, “Audio loudness for gaming: The battle against ‘ear fatigue’,” in: mcvuk.com, https:/
Audio Engineering Society, Recommendation for Loudness of Audio Streaming and Network File Playback (Version 1.0), https:/
Nintendo of America, SNES Development Manual, Book 1, p. 3-9-1. ↑
Game Audio Network Guild, GANG IESD Mix Recommendation (v.03.02), https:/
Game Audio Network Guild, GANG IESD Mix Recommendation (v.03.02), https:/
Johnson, Jon and King, Gregory, “The Mixer's Guide to Loudness for Broadcast,” in: izotope.com, https:/
World Health Organization and International Telecommunication Union, ITU-T H.872 (1.0), https:/