This package contains art, text, or software code produced using generative AI.
Coding Assistance: The JavaScript code for this module was developed with the assistance of AI. All logic has been manually reviewed and verified.
Sound Effects: The included, optional, SFX pack combines hand-composed audio with sounds generated using ElevenLabs.
Automated combat audio for Foundry VTT.
Resonance listens to chat messages, attack rolls, damage applications, and combat workflows, then triggers the appropriate sound effect automatically. Ships with local sound files (WAV/MP3). Optionally connects to Syrinscape for cloud audio.
Demo
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Included SFX Pack
~400 local MP3 files ship with the module. Combat impacts, weapon swings, monster vocals, spell effects, pain/death vocals, and stingers. Select "Ionrift SFX Pack" in the Attunement Protocol to activate.
| 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 local MP3 files included in the module.
How it works
- Sound resolution - checks item/actor overrides first, then monster families, weapon categories, and core fallbacks. First match wins.
- Weapon and spell detection - picks sounds based on weapon name (Sword, Dagger, Bow), damage type (Slashing, Bludgeoning, Piercing), and spell school (Evocation, Necromancy, etc.).
- Monster classification - matches actor names to creature families (Dragon, Undead, Beast) and plays the right family sound.
- Per-actor and per-item overrides - every actor and item sheet has a Sounds button. Custom bindings always take priority.
- Critical hits, pain, death - crits get stingers, damage triggers pain vocals (masculine/feminine), 0 HP triggers death sounds.
- 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.

