This document contains a glossary of terms related to sound design and production for computer games. It defines terms like foley artistry, sound libraries, file formats like .wav and .mp3, limitations like memory and channels, recording systems like analog and MIDI, sampling concepts like bit-depth and sample rate, and other audio technology. For each term, it provides a short definition from an online source and describes how the term relates to the author's own production practice, such as using sample libraries to organize sounds or recording in analog format for high quality.