Game music and sound effects tracking: cue sheets, briefs, deliverables and approvals
For audio directors, composers, sound designers and producers. You will learn what a game music cue sheet should contain, how to write a composer brief that gets usable demos, and how to track every music cue and sound effect in Gameheim, from brief to the asset in your Unreal Engine project.
Why tracking game music and sound effects is hard
Game audio is not one soundtrack. It is hundreds of separate pieces: background music for each area, short stingers for events, ambient beds, interface clicks, and sound effects for every action. Each piece has a context in the game, a length, a loop requirement, a composer or sound designer, several versions, and a final asset in the engine.
The usual failure points are predictable:
- Vague briefs. "Something epic for the boss" produces three demos that all miss, because nobody wrote down where the music plays, how long it lasts or whether it must loop.
- Lost references. The reference tracks that explain the target sound live in a chat message nobody can find.
- Version confusion.
boss_theme_v3_final_REAL.wavis in someone's downloads folder, and it is unclear whether it is the demo or the master. - Missing stems. The master was approved, but the separate stems the audio engineer needs for adaptive mixing were never delivered, or were delivered for an older version.
- No link to the build. Nobody can say which approved cue is actually imported into the game.
Studios often keep their cue list in general-purpose tools that were never built for game production. A list can hold names and statuses, but it cannot hold the audio, play it, version it, or tell you which file is the approved master.
What a music cue sheet for games should contain
In film and TV, a cue sheet is mostly a rights document listing the music used. In game development the term usually means the production list of every piece of music and sound the game needs. A useful one records, per cue:
- A number and a name that never change.
- The type (background music, stinger, sound effect, ambient, interface sound).
- Where it plays and what triggers it.
- The emotional intent.
- Target, minimum and maximum duration, and whether it must loop.
- The delivery format (for example WAV, 48 kHz, 24-bit).
- Reference tracks, with a note on what to take from each.
- The composer, the current status, and every file delivered so far.
How Gameheim tracks music and sound effects
The Music & SFX area (in the Creative section of the sidebar) is a cue sheet with the audio attached. It has two tabs: Cues and Composers.
Cues grouped by type
Each cue has a number (Cue #1, Cue #2 and so on, numbered across the project), a name, a type and an optional composer. The list groups cues into six sections: Background Music, Stingers, Sound Effects, Ambient, UI Sounds and VO Background. Each card shows the cue type, the composer (or Unassigned) and the current status.
A brief the composer can act on
The cue page holds a rich-text Brief and a Constraints panel with Emotional intent, Game context, Duration target, Duration min, Duration max, Loop required and Format required. Under Reference tracks you attach external links or documents already stored in Gameheim, each with a note such as "like this, but darker".
Deliverables: demos, masters and stems
Every file sent for a cue is a deliverable of type Demo, Master or Stem. A stem carries a label (drums, melody, bass). Gameheim versions deliverables automatically: a new demo becomes the next version of the demos, and a new "drums" stem becomes the next version of that stem. Each deliverable plays in an inline waveform player, shows its duration, sample rate and size, and can be flagged Approved. When a cue has stems, Download all stems (ZIP) fetches them in one archive.
A status workflow with a real approval
Every cue moves through seven statuses, from Brief to Imported in UE, with a revision loop in the middle. Most moves are open to anyone who can edit cues, but moving a cue to Approved needs the Music & SFX manage permission, so the final sign-off stays with the audio director. The last step records the depot path of the .uasset in your Unreal Engine project.
A composer roster
The Composers tab lists the composers and studios scoring the project, with Name, Email, Studio, Portfolio URL, Contact info and Notes (genres, instrumentation, availability).
How to track a music cue from brief to Unreal Engine in Gameheim
- A Gameheim project you are a member of.
- A LEAD account, or a role that grants the Music & SFX permissions for the steps you perform (see the table below).
- Audio files in
.wav,.mp3or.flac, each up to 100 MB. - For the last step: Unreal Engine with the game project, and a Perforce client, on the machine of whoever imports the audio.
Add the composer
Open Music & SFX, switch to the Composers tab and click New composer. Fill in at least the Name, then save.
Create the cue
In the Cues tab, click New cue. Enter the Cue name, choose the Cue type and the Composer, and tick Loop required if the piece must loop. The cue starts in Brief.
Write the brief and the constraints
Open the cue and click Edit cue. Write the Brief, then fill Emotional intent, Game context (where it plays and what triggers it), the durations in seconds (Target (s), Min (s), Max (s)) and Format required. Click Save cue.
Attach reference tracks
Click Add reference. Choose External link and paste the URL, or choose Document and enter the id of a document stored in Gameheim. Add Notes that say what to take from the reference.
Start composition
In the Status section, click Move to In Composition. The composer now knows the brief is final.
Upload demos
Click Upload deliverable, pick the audio file, choose Demo as the Deliverable type and click Upload. Each new demo becomes the next version. When there is something to review, click Move to In Review.
Review: approve or ask for a revision
Listen in the inline player. If the cue needs changes, click Move to Revision Requested, and later Move to In Composition when the composer starts again. When it is right, the audio director clicks Move to Approved.
Collect the master and the stems
Upload the final file as Master, and each stem as Stem with a Stem label (for example drums, melody, bass). Tick Approved on the deliverables you accept, so the audio engineer knows which files to import.
Queue the cue for Unreal Engine
Click Move to Ready for Import. The UE Binding section becomes active.
Bind the .uasset and mark it imported
The audio engineer imports the approved master or stems into Unreal Engine, submits the
A valid depot path.uassetto Perforce and copies its depot path. In UE Binding, click Set path, paste the path and click Mark as imported. The cue moves to Imported in UE. The Instructions button repeats this procedure.//depot/MyGame/Content/Audio/Music/MainTheme/Main_Theme.uasset
Music cue status workflow and permissions
The statuses, the moves allowed out of each one, and the permission each move needs. Permissions appear in the role editor under the Music & SFX resource. LEAD and ADMIN accounts of the organization can perform every step.
| Status | Meaning | Can move to | Permission |
|---|---|---|---|
| Brief | Cue described, composition not started. | In Composition | write |
| In Composition | The composer is producing demos. | In Review | write |
| In Review | Demos uploaded, the audio lead is reviewing them. | Approved, or Revision Requested | manage for Approved, write for Revision Requested |
| Revision Requested | The composer has to iterate again. | In Composition | write |
| Approved | Audio review passed. | Ready for Import | write |
| Ready for Import | Queued for import into Unreal Engine. | Imported in UE (by binding the path) | ue_bind |
| Imported in UE | The cue is in the build, bound to its .uasset. | None (the path can still be corrected) | ue_bind |
Other actions: creating and editing cues, composers and reference tracks needs write. Uploading, approving and deleting deliverables needs deliverable_upload. Deleting a cue or a composer needs manage. Viewing needs read.
How to write a composer brief for a game
A good brief answers the questions a composer would otherwise have to guess. Keep it short and concrete:
- Context: where in the game the music plays, what the player is doing, and what starts and stops it.
- Intent: one or two words for the feeling (tense, uplifting), not a genre list.
- Length and looping: a target duration with a minimum and maximum, and whether the end must loop back to the start without a gap.
- Format: sample rate, bit depth and file type, agreed with whoever imports the audio.
- References: two or three tracks, each with a note on what to take from it (tempo, instrumentation, mood) and what to avoid.
- Stems: which separate layers you need, if the music will be mixed or layered at runtime.
In Unreal Engine, imported audio files become Sound Wave assets, and music or effects are often played through Sound Cues or MetaSounds that combine and vary them. Epic describes the Sound Cue nodes in the Sound Cue reference. Agreeing on stems and loop points in the brief avoids re-exports once the engineer starts building those assets.
Troubleshooting
| What you see | Why | What to do |
|---|---|---|
| "Only .wav, .mp3 and .flac files are accepted" | Only these three formats are accepted, and the file contents must match the extension. | Export the file again in one of the three formats. |
| "File exceeds the 100 MB limit" | Each deliverable is capped at 100 MB. | Split long pieces into stems, or use a more compact format for demos. |
| "A stem label is required for a STEM deliverable" | Stems are versioned by label. | Enter a label such as drums or bass. |
| "Available once the cue is Ready for Import." | The path can only be bound from Ready for Import onward. | Move the cue to Ready for Import first. |
| Move to Approved is refused | Approving a cue needs the manage permission, even though the button is shown to everyone who can edit cues. | Ask the audio director or a LEAD. |
| A composer cannot be deleted | One or more cues are still assigned to them. | Reassign those cues first. |
| "Cover image exceeds the 5 MB limit" | Cue covers are capped at 5 MB. | Use a smaller image. |
Frequently asked questions
What is a music cue sheet in game development?
In game production, a cue sheet is the list of every piece of music and sound the game needs, with its number, name, type, context, length, loop requirement, format, composer and status. In film and TV the term more often refers to a rights document. Gameheim keeps the production kind, with the audio files attached to each cue.
What should a composer brief for a video game include?
Where the music plays and what triggers it, the emotional intent, target, minimum and maximum duration, whether it must loop, the delivery format, and two or three reference tracks with notes. If the music will be layered at runtime, list the stems you need. Clear constraints produce demos you can actually use.
What is the difference between a demo, a master and a stem?
A demo is a draft for review. The master is the final mixed file. Stems are the separate layers of the master, such as drums, melody or bass, used for adaptive mixing in the game. In Gameheim each deliverable has one of these three types, and each type (and each stem label) keeps its own version numbers.
How do you approve music and sound effects in Gameheim?
Two actions work together. On each deliverable, the Approved checkbox marks the files you accept. On the cue, Move to Approved is the formal sign-off, which needs the Music & SFX manage permission. After that the cue goes to Ready for Import, and the audio engineer binds the imported .uasset to close it.
Can composers outside the studio use Gameheim?
The Composers tab is a roster: it records contact details, studio and notes, but a composer listed there does not get an account. To let an external composer upload deliverables, invite them to the organization and project and give them a role with the Music & SFX permissions they need.
Does Gameheim track sound effects as well as music?
Yes. Every cue has a type: Background Music, Stinger, Sound Effect, Ambient, UI Sound or VO Background. All types follow the same brief, deliverable and approval workflow, and the list groups them by type, so sound effects and interface sounds are tracked next to the music.
