Hi — new here. I am a composer and sound artist. I’ve worked on sound and music for games (including AAA) and I’ve been making games since the ZX Spectrum/Commodore 64 days. I’m interested in how sound and music affect immersion in choice-based IF from the reader’s perspective. I want to bring to life a project I started as a student (I created a professional GDD and an Inform prototype). Now I’m porting it to Ink and thinking about audio in choice-based IF.
In videogames, audio is often integral to mood and focus; in text-first IF the effect may be different. Do readers find background music or SFX helpful to immersion, or distracting from focused reading? Which approaches (volume, sparse cues vs continuous beds, adaptive audio tied to choices, diegetic vs non-diegetic scoring, voice vs text) have you found effective or harmful? My personal view is that sound and music while reading tend to be distracting — as a musician and sound artist I notice audio elements immediately — but I’m curious what other readers think. Any experiences, preferences, or concrete examples would be really useful — especially if you’ve tested variations with players or have analytics/feedback to share.
Thanks — looking forward to hearing what people think.