It is important to keep in mind "Who is easy to manage?"
As a method for programmers to easily manage them, it is effective to divide them by function.
Generally, they are divided into BGM, SE (sound effects), voice, etc.
It is also effective to classify the sound by whether it loops or not.
If dividing it into cue sheets becomes cumbersome, it is a good idea to make it possible to guess whether it is a single sound or a loop by the cue name, etc.
Interactive sounds that require advanced control, such as engine sounds, may be divided into dedicated cue sheets.
In projects with multiple scenes, sounds may be divided by scene.
For example, it is convenient to manage sounds that are only used in specific scenes, such as sounds exclusive to mini-games, by scene.