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smsolutionsva-byte edited this page Jun 26, 2026 · 2 revisions

Audio

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Audio architecture

Sound effects are generated in-browser with the Web Audio API after the first permitted user interaction. The SoundManager creates buffers for effects and routes them through a master gain bus and low-pass filter. This avoids dependence on a large external SFX library.

The master bus can apply low-health / slow-motion muffling: it reduces the filter cutoff toward roughly 600 Hz and ducks volume, then restores clarity as the effect ends.

Music and ambience

  • The repository includes one music asset: public/audio/Beyond_The_Overgrowth.mp3.
  • Menu music has a separate persisted mute control.
  • Procedural ambient sound is also generated as low-level filtered noise.
  • Map-specific ambient audio files were not found; weather and map atmosphere are primarily visual/particle systems.

Procedural SFX

Category Confirmed sounds
Weapons Distinct generated reports for Pistol, Rifle, Shotgun, SMG, Sniper, Minigun, and Launcher; dry fire, reload, weapon switch, and brass casing.
Subverter Digital chip deploy, failed-target buzz, overclock burnout, and chip-cartridge reload.
Combat Body hit, headshot ping, enemy death, player hurt, explosion-related effects, dash whoosh, and footstep/crouch feedback.
Progression Power pickup, wave-complete fanfare, streak/ability feedback.
Interface Menu music mute and UI interaction feedback through existing effect cues.

Weapon fire applies a small random playback-rate shift so automatic fire does not sound like an identical loop. The Shotgun, Sniper, and Launcher use heavier synthesized body/punch profiles than the Pistol or SMG.

Volume controls

Settings exposes master, sound-effect, and music volume controls, along with a sound test. Haptics are not audio; they are independent mobile vibration patterns and can be disabled.

Footsteps and voice

There is a generated footstep effect used for movement/crouch feedback. No recorded per-surface footstep library, spoken dialogue, character voice acting, proximity voice, or voice chat implementation was found.

Implementation references: src/utils/SoundManager.ts, src/App.tsx, public/audio/Beyond_The_Overgrowth.mp3, src/components/SettingsMenu.tsx.

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