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How Audio Production Outsourcing Works for a AAA Game Title, Step by Step

Audio production outsourcing on a AAA title runs in eight steps: scope the work, write the audio bible, make the sound effects, compose the music, record the voice, integrate it all through Wwise or FMOD, test it in the build, and deliver. Your audio lead can keep the creative brief and buy assets against it, or a vendor can act as your whole audio department. AAA freelance composers charged a median $1,700 per finished minute in GameSoundCon's 2025 survey. As of 2 November 2026, 75 studios in this directory offer game audio.

Studios listed here that take this work include Somatone Interactive, The Audio Guys, Flutu and Archibaldi Studio.

75 studios list audio
13 questions answered

How does audio production outsourcing work for a AAA game title?

It works as eight steps run against your milestones, with outside vendors supplying most of the assets. You scope the work and write an audio bible. Sound designers build the effects, a composer writes the score, and a voice vendor casts, directs and records the dialogue. Someone then wires it all into the game through Wwise, FMOD or the engine's own audio system, testers check it in the build, and the vendor hands over final mixes, stems and session files. Buying audio this way is growing: GameSoundCon's 2025 survey found people employed by audio outsourcing companies went from 5% of those working in game audio in 2016 to 14.7% in 2025.

What is the typical workflow when outsourcing game audio production?

The typical workflow follows the game's production phases. Li & Ortega, a game audio company, splits it into pre-production (audio style guides, temp tracks, planning), production (asset creation, voice recording, music composition) and post-production (mixing, mastering, bug fixing, optimization). It warns that implementation has to run throughout rather than at the end, because hooking sounds up properly takes time. Each milestone then repeats a short loop: you send a build and an asset list, the vendor delivers, you review in the game, and they revise. Agree the revision rounds up front, since Li & Ortega lists unclear contracts on revisions and ownership among the common pitfalls.

What goes in an audio bible?

An audio bible is the one document every audio vendor works from, and it should settle creative direction and technical limits before anyone makes an asset. Vendors use different names: Li & Ortega budgets "audio style guides" in pre-production, and Dynamedion lists "Audio & Music Book Creation" among its services. Put in the tone and references, temp tracks, naming conventions, the middleware and version, memory and voice-count budgets per platform, and loudness targets. Add the asset list with counts. If you have no audio lead to write it, buy it as the vendor's first paid milestone, because every later quote depends on it.

What should an outsourced audio vendor deliver?

Expect finished, named and mixed assets ready to implement, and ask for stems and session files as well. Demute says each asset is "cleaned, named, mixed and formatted" for integration into Unreal, Wwise, FMOD or your engine, and Echorbit Audio delivers scores as stems your team can move between game states. For voice, Altagram delivers files in your chosen format with a complete script that records text changes, so subtitles match. Implementation should leave you a middleware project your team can read: Flutu names clear events, optimized banks and documented parameters. Write the deliverable per asset into the contract, including revision rounds.

How much does it cost to outsource game audio?

Music is priced per finished minute, voice per session or line, and sound design per asset, per bundle or on a retainer. GameSoundCon's 2025 survey puts freelance composers at a median $1,700 per finished minute for AAA, $1,000 for mid-core and $407 for indie, so an hour of AAA-median music is 60 × $1,700 = $102,000. Li & Ortega publishes US voice costs that come to about $3,000 for a four-hour non-union session with studio and director, or $3,370 union, before editing. We found no published per-asset price for AAA sound design. Li & Ortega says audio usually takes 5% to 10% of a game's budget and advises 10% to 15% contingency.

How does adaptive music change the job?

Adaptive music changes the deliverable from finished tracks to a system of segments, layers and rules that the game plays back. Flutu describes music that shifts with gameplay through tested layers, states and transitions, and Audiokinetic describes Wwise cues that respond to rule-based transitions. So the composer has to write parts that layer and recombine cleanly, and someone has to author and test the transitions in the middleware. Li & Ortega says to budget for multiple versions, looping and alternate themes. Ask whether the per-minute rate covers stems and transitions, who builds the music system, and whether it gets tested in the running game.

Should a AAA title use Wwise or FMOD?

Wwise is the popular choice on AAA titles, though your game engine and budget often decide it. GameSoundCon's 2025 survey says Wwise stays popular on large-scale AAA work, games on Unreal Engine often use the engine's built-in audio and otherwise favour Wwise over FMOD, and FMOD was the most popular audio engine on Unity. Studios with their own engine tend to use Wwise or a custom system. Licensing differs too: above a $2 million budget Wwise starts at $25,000, and above $1.8 million FMOD costs $18,000 per game. Choose before implementation starts, because switching later means redoing the integration.

Who does the middleware integration, and how long does it take?

Either a technical sound designer at the vendor or your own audio programmer does it, so settle which before you sign. Many vendors sell it as its own service: Demute authors variations, RTPCs, interactive music systems, States and Switches in Wwise, FMOD or MetaSounds, then hooks them up to gameplay. Li & Ortega lists underestimating implementation time as a common pitfall. For scale, an older Audiokinetic customer article, on its blog since 2016, quotes Ensemble Studios taking three weeks to get Wwise in: about a week to run the engine, then a couple of weeks on parameters and basic events. Treat that as the setup only, because assets keep arriving for the rest of production.

Should SFX, music and voice come from one vendor or several?

One vendor suits a studio with little audio staff, and several suit a studio whose audio lead can run them. Li & Ortega describes the split: full-service teams handle leadership, music, SFX, voice and implementation, while specialists and freelancers cover single components such as orchestral recording or localization. One vendor saves handoffs, and Dynamedion pitches exactly that, with composers and sound designers adapting to each other in the mix. Several vendors let you pick a specific composer, or a voice house with the languages you need. Either way, keep the audio bible and the final mix decisions with one named person.

How much does voice add when a AAA game ships in several languages?

Voice scales with lines times languages, so it can match or pass the cost of translating the whole script. Transphere's guide says actor fees often start around $15 per line, and its example of 500 lines plus $500 of editing comes to $8,000 per language. It also says audio can easily double a localization budget. Many large games record fewer languages than they translate: Steam lists Baldur's Gate 3 with 15 languages and full audio in one, and Hi-Fi RUSH with 14 and full audio in nine. The game localization cost guide shows voice as its own line by word count and language count.

What does audio QA check on an outsourced project?

Audio QA checks the sound in the running build, on every target platform, against the limits in your audio bible. That covers missing or wrong sounds, the mix across gameplay situations, memory and voice counts, and loudness. Audiokinetic's mastering guide, written with PlayStation audio staff, gives PlayStation's recommendations as of February 2024. They are -24 LUFS integrated for console and -18 LUFS for mobile or portable, plus or minus 2 LU, measured over at least 30 minutes of varied gameplay. Flutu sells CPU, memory, voice count and bank profiling as its own line. For voiced languages, add subtitle sync checks, which Altagram and Testronic both list under localization QA.

Who owns the audio when a vendor makes it?

On AAA games the publisher or developer normally owns the music. In GameSoundCon's 2025 survey, none of the freelance AAA composers said their last game was done as a licence, against 11% for mid-core and 36% for indie, which leaves work for hire as the AAA norm. Li & Ortega notes that buyouts cost more than royalty-shared or usage-based licences, and that venture-funded and larger studios tend to prefer permanent buyouts. Get the transfer in writing, and ask the vendor to clear any licensed samples or libraries inside the deliverables. Make stems and session files part of the same transfer.

When should an audio vendor start on a AAA title?

Start in pre-production if the vendor is writing the audio bible or helping pick middleware, and by vertical slice at the latest for sound design. Dynamedion offers to consult on tools at an early development stage, and Li & Ortega warns against leaving implementation to the end. Music can start once tone and level structure are clear. Voice comes last, after the script locks, because pickup sessions pay for the same work again. Rush jobs can double the price, on Li & Ortega's figures, so a late start costs more as well as leaving less time to fix the mix.

Who supplies what, step by step

The eight steps of an outsourced AAA audio pipeline, and who usually supplies each
StepWhat happensUsually supplied byWhat you get
1. ScopeCount SFX, minutes of music, voice lines, characters and languages. Set the budget by line.Your producer and audio leadAsset list and budget
2. Audio bibleTone, references, temp tracks, naming, middleware, platform limits.Your audio lead, or the vendor as a paid first milestoneThe style guide every vendor works from
3. SFXWeapons, creatures, ambience, UI, foley and field recording.Sound design studioNamed, mixed assets
4. MusicThemes, score and any live recording.Composer or music houseMixes and stems, plus an adaptive system if scoped
5. VoiceCasting, direction, recording and editing, per language.Voice vendor or localization companyCut, named files and the final script
6. Middleware integrationEvents, parameters and states in Wwise, FMOD or the engine, hooked up to gameplay.Technical sound designer at the vendor, or your audio programmerA working middleware project in your build
7. QATest in the build for bugs, mix, memory, loudness and subtitle sync.The vendor and your QA team, with localization testers for other languagesBug list, fixes and final mix
8. DeliveryHand over final assets, stems, session files and rights.Every vendorFinal package and a written transfer of rights

Our summary of how these vendors describe the work, not an industry standard. The split varies by project.

Sources, as of 2 November 2026: Li & Ortega, budgeting for an outsource game audio team, Demute, full game audio team, Flutu, services, Dynamedion, sound design, Altagram, audio and voice-over.

What game audio costs: published prices

Published prices for outsourced game audio, by line
LinePublished priceBasisSource
Music, AAA$1,700 median and $1,871 average per finished minute, with rates up to $5,000Freelance composers who charge by the minute, surveyed in 2025GameSoundCon 2025
Music, mid-core$1,000 median and $998 average per finished minuteFreelance composers who charge by the minute, surveyed in 2025GameSoundCon 2025
Music, indie$407 median and $618 average per finished minuteFreelance composers who charge by the minute, surveyed in 2025GameSoundCon 2025
Music, one vendor$300 to $2,500 per finished minuteAn audio vendor's guide, May 2025Li & Ortega
Voice talent$1,570 union or $1,200 non-union for a 4-hour sessionUS prices, May 2025Li & Ortega
Voice studio$200 an hour with engineerUS prices, May 2025Li & Ortega
Voice director$1,000 per sessionUS prices, May 2025Li & Ortega
Voice editing$80 an hourUS prices, May 2025Li & Ortega
Voice integration$100 an hourUS prices, May 2025Li & Ortega
Voice, per lineActor fee often starts around $15 per line, before studio, engineering and script adaptationA localization vendor's guide, January 2026Transphere
Voice, per finished line$3 to $10 non-union in Europe or Asia, $6 to $20 on US union terms, by recording typeA game outsourcing vendor's guide, October 2026, from quotes on its own projectsInnovecs Games
Sound design, hourly$100 to $150+ for AAA, $50 to $100 for mid-tier, $25 to $60 for indie or mobileA freelance marketplace's blog, September 2025Twine
Sound design, per assetNot publishedLi & Ortega says per-asset or per-bundle pricing suits a defined asset list, and a retainer suits iterative workLi & Ortega
Whole audio budget5% to 10% of the game's budget, plus 10% to 15% contingencyAn audio vendor's guide, May 2025Li & Ortega

One four-hour US voice session: $1,200 + (4 × $200) + $1,000 = $3,000 non-union, or $1,570 + $800 + $1,000 = $3,370 union, before editing and integration. An hour of music at the AAA median: 60 × $1,700 = $102,000. These are what vendors and freelancers publish, not quotes, and GameSoundCon says its survey isn't a random sample.

Sources, as of 2 November 2026: GameSoundCon Game Audio Industry Survey 2025, Li & Ortega, budgeting for an outsource game audio team, Transphere, game localization costs, Innovecs Games, game localization cost, Twine, sound designer hourly rates.

What Wwise and FMOD cost to license

Wwise and FMOD license prices by production budget
Product and planProduction budgetPriceSource
Wwise IndieLess than $250KFreeAudiokinetic pricing
Wwise Pro$250K to $2MStarting at $8,000Audiokinetic pricing
Wwise PremiumMore than $2MStarting at $25,000Audiokinetic pricing
Wwise PlatinumMore than $2MStarting at $45,000Audiokinetic pricing
FMOD IndieUnder $600KFree under $200K revenue a year, otherwise $2,000 per gameFMOD licensing
FMOD Basic$600K to $1.8M$6,000 per gameFMOD licensing
FMOD PremiumOver $1.8M$18,000 per gameFMOD licensing

Audiokinetic shows separate prices for Asia and Greater China. Both vendors offer paid support and other options on top, so check their pages for your project.

Sources, as of 2 November 2026: Audiokinetic, Wwise pricing (international list), FMOD, licensing.

Studios listing game audio in this directory

75 of the 601 studios listed here offer game audio. Filter by country to match recording languages and time zones to your release plan.

Keywords Studios logo
Keywords Studios

The Global Services Platform for Video Games and Beyond

Dublin, Ireland · 1000+ people · Founded 1998 · 2D Art, 3D Art, Animation · Unity, Unreal Engine, Custom Engine

Side logo
Side

We bring games to life, by your side.

Tokyo, Japan · 1000+ people · Founded 1994 · QA Testing, Localization, Audio & Sound Design · Unity, Unreal Engine, Custom Engine

Lionbridge Games logo
Lionbridge Games

Global Game Localization Experts

Waltham, United States · 1000+ people · Founded 2013 · QA Testing, Localization, Audio & Sound Design · Unity, Unreal Engine, Custom Engine

Localsoft Games logo
Localsoft Games

Veteran Game Localization

Barcelona, Spain · 51-200 people · Founded 1991 · Localization, Audio & Sound Design · Unity, Unreal Engine, Custom Engine

All Correct Games logo
All Correct Games

Precision Game Localization

Belgrade, Serbia · 51-200 people · Founded 2008 · Localization, QA Testing, Audio & Sound Design · Unity, Unreal Engine, Custom Engine

Altagram logo
Altagram

Localization That Speaks to Players

Berlin, Germany · 51-200 people · Founded 2012 · Localization, QA Testing, Audio & Sound Design · Unity, Unreal Engine, Custom Engine

Studio EIM logo
Studio EIM

Game audio for 1,400+ titles. Seoul, since 1999.

Seoul, South Korea · 11-50 people · Founded 1999 · Audio & Sound Design, Localization · Unity, Unreal Engine, Custom Engine

Somatone Interactive logo
Somatone Interactive

Audio Excellence Since 2003

San Francisco, United States · 11-50 people · Founded 2003 · Audio & Sound Design · Unity, Unreal Engine, Custom Engine

The Audio Guys logo
The Audio Guys

Award-Winning Game Audio

London, United Kingdom · 11-50 people · Founded 2010 · Audio & Sound Design · Unity, Unreal Engine, Custom Engine

PaintPool Studio logo
PaintPool Studio

Full-Cycle Audio Production

Kyiv, Ukraine · 11-50 people · Founded 2018 · Audio & Sound Design, 2D Art, 3D Art · Unity, Unreal Engine

Flutu logo
Flutu

Game Audio Co-Development, Sound Design, Music, Voice-Over & Technical Audio

São Paulo, Brazil · 11-50 people · Founded 2016 · Audio & Sound Design · Unity, Unreal Engine, Godot

Team Audio logo
Team Audio

Game Audio Systems Specialists

Toronto, Canada · 11-50 people · Founded 2017 · Audio & Sound Design, Programming · Unity, Unreal Engine, Custom Engine

Archibaldi Studio logo
Archibaldi Studio

Complete Game Audio Solutions

Warsaw, Poland · 11-50 people · Founded 2018 · Audio & Sound Design · Unity, Unreal Engine

23 Studios logo
23 Studios

Turkish-Arabic Localization

Istanbul, Turkey · 11-50 people · Founded 2015 · Localization, Audio & Sound Design

PitStop Productions logo
PitStop Productions

UK game audio house for voice over, sound design, music and performance capture

Barnsley, United Kingdom · 51-200 people · Founded 1997 · Audio & Sound Design, Animation

A Shell in the Pit logo
A Shell in the Pit

Indie Game Audio Specialists

Vancouver, Canada · 1-10 people · Founded 2011 · Audio & Sound Design · Unity, Unreal Engine, Godot

Principle Sound logo
Principle Sound

Sound Design Excellence

Astana, Kazakhstan · 1-10 people · Founded 2018 · Audio & Sound Design · Unity, Unreal Engine

Demute Studio logo
Demute Studio

Complete Game Audio Solutions

Brussels, Belgium · 11-50 people · Founded 2017 · Audio & Sound Design · Unity, Unreal Engine

Moonwalk Audio logo
Moonwalk Audio

Industry Veteran Audio Team

Los Angeles, United States · 1-10 people · Founded 2019 · Audio & Sound Design · Unity, Unreal Engine

Patada! logo
Patada!

Belo Horizonte indie studio offering art, audio and development services

Belo Horizonte, Brazil · Founded 2018 · 2D Art, 3D Art, UI/UX Design

Molinare logo
Molinare

London post house with a games team for voice, audio, localisation and performance capture

London, United Kingdom · Founded 1973 · Audio & Sound Design, Localization, Animation

Outpost Studios logo
Outpost Studios

San Francisco audio post studio offering game sound design, VO and implementation

San Francisco, United States · Founded 1996 · Audio & Sound Design · Unreal Engine, Unity

Water Witch RPG Studio logo
Water Witch RPG Studio

Pixel art outsourcing studio for indie games: characters, tilesets, animation, UI

Katowice, Poland · 11-50 people · 2D Art, Animation, UI/UX Design

Octeto Studios logo
Octeto Studios

Santiago studio for work-for-hire game development, art and branded games

Santiago, Chile · Founded 2012 · Full Production, Co-Development, Programming

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