Status: Designed
Author: user + game-designer
Last Updated: 2026-03-28
System Index: #20 — Alpha, Polish Layer
Overview
The Audio Manager handles SFX playback and background music across all scenes. It listens for game events (card played, damage dealt, enemy death, phase transitions) and plays corresponding sounds. Music tracks loop per scene with crossfade on transitions. Audio is managed through Godot's AudioBus system with separate buses for SFX, Music, and UI sounds.
Player Fantasy
"The game feels alive." Card slaps, impact sounds, and tense boss music elevate the experience from "functional prototype" to "game I want to play again." Audio is the cheapest way to add juice.
Detailed Design
Core Rules
Audio Manager is an autoloaded singleton — persists across scenes.
Three audio buses: Music, SFX, UI. Each independently volume-controlled.
SFX triggered by game event signals. No direct calls from gameplay systems.
Music per scene — crossfade on scene transitions.
SFX are non-positional (2D game, no spatial audio needed).
Audio Buses
Bus
Purpose
Default Volume
Master
Overall volume
100%
Music
Background music
70%
SFX
Gameplay sounds (card, combat, enemy)
100%
UI
Menu clicks, button hovers
80%
SFX Event Map
Event
Sound
Bus
Card played (Attack)
Sword swing / impact
SFX
Card played (Skill)
Shield raise / buff sound
SFX
Card played (Power)
Magical charge-up
SFX
Card played (Assist)
Gentle chime / heal
SFX
Card played (Chain)
Chain link / combo sound
SFX
Damage dealt to enemy
Hit impact, varies by damage amount
SFX
Damage dealt to player
Pain thud, screen feedback
SFX
Block absorbed damage
Shield clang
SFX
Enemy death
Defeat sound
SFX
Player death
Somber tone
SFX
Status effect applied
Debuff: dark tone, Buff: bright tone
SFX
Turn ended
Click / confirmation
UI
Phase transition
Whoosh / tension shift
SFX
Victory
Fanfare
SFX
Defeat
Low, somber stinger
SFX
Button click
Click
UI
Button hover
Soft tick
UI
Card hover
Paper rustle
UI
Rally added
Coin / energy charge
SFX
Rally spent
Energy release
SFX
Dice Game SFX Events
Event
Sound
Bus
Notes
Dice roll
Wooden clack, satisfying
SFX
Player clicks Roll
Dice lock
Quick click/snap
SFX
Locking a die
Dice unlock
Soft click
SFX
Unlocking a die
Dice reroll
Whoosh + settle
SFX
Using reroll
Dice flip
Flip sound
SFX
Enemy flips all dice
Score/Confirm
Chime, satisfying
SFX
Confirming hand
Enemy hit
Impact thud
SFX
Damage to enemy
Enemy hit (heavy)
Heavy impact
SFX
Big damage
Enemy death
Defeat crash
SFX
Enemy dies
Player damage
Pain thud
SFX
Taking damage
Block absorb
Shield clang
SFX
Block stops damage
Enemy: Steal Reroll
Sneering sound
SFX
Reroll stolen
Enemy: Lock Hold
Lock clicking
SFX
Holds locked
Enemy: Burn Dice
Fire sizzle
SFX
Dice destroyed
Enemy: Flip All
Magic whoosh
SFX
All dice flipped
Enemy: Snipe
Sniper shot
SFX
Highest die halved
Enemy: Gravity
Gravity crush
SFX
Dice become 1-3
Enemy: Chaos
Magic swirl
SFX
Dice shuffled
Turn start
Tension builder
SFX
New turn begins
Combat win
Victory fanfare
SFX
Battle won
Combat lose
Defeat stinger
SFX
Battle lost
Music Tracks
Scene
Track Style
Loop
Main Menu
Calm, inviting
Yes
Lobby
Light, anticipatory
Yes
Map
Adventurous, medium tempo
Yes
Combat (basic)
Energetic, medium intensity
Yes
Combat (elite)
Higher intensity variant
Yes
Combat (boss)
Epic, high intensity
Yes
Reward
Brief triumphant, then calm
Yes
Victory
Triumphant fanfare (5-10s), then calm loop
Stinger + loop
Game Over
Somber (5-10s stinger)
Stinger only
Music Crossfade
transition_to_track(new_track, duration=1.0):
tween current_music volume to 0 over duration/2
swap track
tween new_music volume to target over duration/2