Automated audio triggers for Foundry VTT combat.
Combat in Foundry is silent by default. Resonance listens to attack rolls, damage applications, and combat workflows, then plays the appropriate sound effect automatically. Melee attacks, ranged weapons, spells, creature abilities, critical hits, healing, and death sounds all fire without anyone managing a soundboard.
Supports a Core SFX Pack (~400 sound files). Optionally connects to Syrinscape for cloud audio.
Demo
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Core SFX Pack
You can download the free Core SFX Pack, which provides ~400 local sound files covering combat impacts, weapon swings, monster vocals, spell effects, pain/death vocals, and stingers. Import the pack via the library settings to activate it.
| Category | Sounds | Examples |
|---|---|---|
| Combat (hits, misses, crits) | 35 | Melee impacts, magic hits, ranged strikes, whooshes |
| Weapons | 50+ | Sword slashes, bow draws, claw swipes, bludgeon swings, tentacles |
| Monsters | 70+ | Bear, beast, construct, demon, dragon, goblin, undead, wolf |
| Monster Deaths | 20+ | Generic + type-specific death sounds |
| PC Vocals | 40+ | Pain and death vocals (masculine / feminine) |
| Spells | 50+ | Fire, ice, lightning, necrotic, radiant, thunder, void |
| Stingers | 40+ | Crits, fumbles, success/fail outcomes, Hope/Fear (Daggerheart) |
All sounds are available as a downloadable pack and are no longer bundled directly with the module to reduce install size.
How it works
- Sound resolution - picks the most specific binding it can find. Item-level overrides beat monster families, which beat weapon categories, which beat the core fallbacks.
- Weapon and spell detection - picks sounds based on weapon name (Sword, Dagger, Bow), damage type (Slashing, Bludgeoning, Piercing), and spell school (Evocation, Necromancy, etc.).
- Per-actor and per-item overrides - every actor and item sheet has a Sounds button. Custom bindings always take priority.
- Orchestration - budget windows stop sounds from piling up. Timing offsets add a gap between layered sounds (e.g. impact then vocal).
Supported systems
- Daggerheart (native) - Hope/Fear mechanics, Duality Dice rolls, Fear Tracker thresholds, and resource changes all have sound hooks. No additional modules needed.
- DnD5e (via Midi-QOL) - full attack/damage/healing workflow support. Two-beat sequences: weapon swing, then hit or miss result.
Resonance Calibration
Configuration UI for mapping game events to sound bindings. Three tiers: Core events, weapon categories, monster families. Per-actor and per-item overrides take priority over all tiers.

Requirements
- Ionrift Library - required dependency.
- Midi-QOL - required for DnD5e automation. Not needed for Daggerheart.
Links
Part of the Ionrift Module Suite

