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geanofeefoundry/geanos-soundscape-realism

20JavaScriptAudience · generalComplexity · 2/5LicenseSetup · easy

TLDR

A Foundry VTT plugin that adds realistic audio physics to tabletop RPG sessions, walls muffle sound instead of silencing it, and game masters can assign reverb presets like Stone Cave or Cathedral to map regions that shift the audio as players move through them.

Mindmap

mindmap
  root((SoundScape Realism))
    What it does
      Acoustic occlusion
      Reverb zones
      Distance falloff
    Occlusion feature
      Low-pass filter
      Wall muffling
      Background thread
    Reverb presets
      Stone Cave
      Cathedral
      Forest Canyon
    Setup
      Foundry V12 required
      Module installer
      MIT license
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Things people build with this

USE CASE 1

Replace Foundry VTT's all-or-nothing wall audio cutoff with a low-pass muffling filter so players hear muffled sound through walls instead of silence

USE CASE 2

Draw a reverb zone around a dungeon cave on your Foundry map and pick the Stone Cave preset so audio shifts realistically when character tokens enter

USE CASE 3

Improve audio immersion in online RPG sessions without downloading extra sound files, reverb effects are generated in real time from noise algorithms

USE CASE 4

Configure existing Foundry ambient sounds to automatically use the plugin's audio engine instead of the default wall-blocking logic

Tech stack

JavaScriptFoundry VTTWeb Audio API

Getting it running

Difficulty · easy Time to first run · 5min

Requires Foundry VTT V12 or later, installed through Foundry's built-in module manager using the manifest URL from the GitHub releases page.

Use freely for any purpose, including commercial, as long as you keep the copyright notice.

In plain English

Geano's SoundScape Realism is a plugin for Foundry VTT, the browser-based platform used to run tabletop roleplaying games online. The plugin replaces how Foundry handles sound, adding physics-based audio behavior so that players and game masters hear their virtual environment more realistically. The main change is acoustic occlusion. In standard Foundry, a wall either blocks a sound completely or lets it through. This plugin instead filters sound through walls using a low-pass audio filter, making sounds behind walls come through as muffled rather than silent. A separate background calculation thread handles the math for figuring out what is blocked and by how much, so the game itself does not slow down while the audio system works. The second major feature is reverb zones. A game master can draw a region on the map, open its settings, and pick an acoustic preset from a list that includes options like Stone Cave, Cathedral, Forest, Canyon, and several others. When a player's character token walks into that zone, the audio shifts to match. The reverb effects are generated in real time from noise algorithms, so no extra audio files need to be downloaded or installed. The plugin also adjusts how sound volume falls off with distance, replacing Foundry's default curve with a smoother linear falloff. New ambient sounds placed on a map are automatically configured to skip Foundry's built-in wall-blocking logic and use the plugin's version instead. Installation is done through Foundry's standard module installer using the manifest URL from the GitHub releases page. The plugin requires Foundry V12 or later and is released under the MIT license.

Copy-paste prompts

Prompt 1
I'm a game master using Foundry VTT V12. How do I install Geano's SoundScape Realism from the module manager and set up my first reverb zone for a cathedral encounter?
Prompt 2
In Foundry VTT with SoundScape Realism installed, how do I draw a reverb zone on a dungeon map, set it to Stone Cave, and confirm it's working when a player token enters the region?
Prompt 3
My Foundry VTT sounds cut off abruptly when players walk behind a wall. How does SoundScape Realism's acoustic occlusion fix this, and do I need to change my existing wall configuration?
Prompt 4
How does SoundScape Realism calculate wall occlusion without slowing down Foundry VTT? Explain what the background thread does and how it feeds results to the audio filter.
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