Plan the opening experience and the available controls. Separate music, effects, and speech when that helps the design. Make settings easy to find and retain them appropriately between sessions. Test the first launch as well as returning play.
Keep important meaning available
If a sound signals danger, success, dialogue, or another essential event, consider a suitable visual or text alternative. Captions and subtitles need readable timing, contrast, and speaker context where relevant. Merely displaying the spoken words may not convey every important sound.
Review the mix on the target devices. Quiet details can disappear on small speakers, while repeated sharp effects can become tiring. Do not assume that the production headphones represent the player's environment.
Rights and delivery matter too. Keep music and effects licenses with the project, and confirm the intended game, advertising, streaming, or other uses as appropriate. If separate audio elements are part of the handover, label them clearly. Audio design supports both atmosphere and information. It should be tested as part of the player's whole experience rather than added at the end as a layer of decoration over mechanics that only the developer understands.