Audio & Music

How to use playlists, ambient sounds and volume controls in Foundry to give your scenes sound.

The Power of Sound

Close your eyes and imagine a tavern. Now add the clink of glasses, distant laughter, a crackling fireplace and a bard's gentle melody. That's the difference between seeing a scene and being in it.

In Foundry VTT you're the sound designer and the DJ. Every creaking door, thunderclap and musical sting tells players how to feel before you say a word. And because Foundry plays audio for everyone at once, the whole table hears the same thing at the same moment.

The Audio Ecosystem

Sound in Foundry comes from four places:

flowchart TD A[Audio in Foundry] --> B["Playlists<br/>music, looping ambience, soundboards"] A --> C["Ambient Sounds<br/>placed on a scene, heard by nearby tokens"] A --> D["Sound effects<br/>soundboard playlists, macros, modules"] A --> E["Interface sounds<br/>dice rolls, chat notifications"]

Each player has their own volume sliders at the top of the Playlists tab, one each for music, ambient (environment) sound and interface sounds. They only change what that player hears, so a player with a noisy room can turn music down without affecting anyone else.

How Playlists Work

A Playlist is a document in the Playlists tab of the sidebar. Inside it are sounds (tracks). To build one:

  1. In the Playlists tab, click Create Playlist and give it a name.
  2. Choose its playback mode (see below) and, if you like, a fade time so tracks ease in and out.
  3. Add sounds: each one has a name, an audio file, its own volume, and a repeat toggle so it loops.
  4. Press play. Everyone connected hears it, at their own volume settings.

The Four Playback Modes

ModeWhat happens when you press playGood for
SequentialPlays the tracks in order, one at a timeA soundtrack album, a set of town themes
ShufflePlays one track at a time in random orderLong sessions of background music
SimultaneousPlays every track at onceLayered ambience: crowd + fire + rain
Soundboard OnlyNothing plays as a group; you click individual tracksSound effects and stingers

Audio Formats

Foundry recommends OGG for audio: it's compact and loops cleanly. MP3 also works, and WebM is fine for audio too. Converting a big library of WAV files to OGG saves your players a lot of download time, because every player's browser has to fetch each track it plays.

Ambient Sounds: Painting with Audio

Ambient sounds are invisible actors in your scene, providing atmosphere without stealing focus. Unlike playlists, they're placed on the scene and each player hears them only when one of their tokens is within range.

  1. Pick Sounds in the scene controls on the left of the screen.
  2. Use the draw tool and click-drag on the map: the drag sets the sound's radius. (You can also drag a track from the Playlists tab onto the canvas.)
  3. In the sound's configuration, choose the audio file, radius and volume. Common options include easing (the volume fades toward the edge), whether walls block the sound, and a darkness range so the sound plays only when the scene is dark enough (crickets at night, birdsong by day).
  4. Players hear the ambient sound through their own ambient volume slider.

Sound-Reactive Lights

Since V13, a light's animation can react to the sound playing in the scene, so a campfire light can flicker in time with its crackle, or a magic circle can pulse with a drumbeat. Look for the reactivity options in the light's configuration. See Creating Scenes for more on lighting.

Scene Playlists

A scene's configuration lets you attach a playlist (or a single track) that starts automatically when you activate that scene. Give every major location its own theme and the music changes as soon as you move the party.

The Psychology of Game Audio

Different sounds trigger different emotions. Use this power wisely.

flowchart TD A[Audio Psychology] --> B["Tension Building<br/>rising tempo<br/>discordant notes<br/>sudden silence"] A --> C["Emotional Cues<br/>major keys: bright<br/>minor keys: tense<br/>brass: heroic"] A --> D["Storytelling<br/>distant battle<br/>a ticking clock<br/>footsteps"] A --> E["Conditioning<br/>combat music: danger<br/>tavern music: safety<br/>boss theme: big fight"]

Combat Audio: The Rhythm of Battle

Foundry doesn't change the music on its own when combat starts. You switch playlists yourself, run a hotbar macro (below), or let a module handle it. Plan your arc like this:

A One-Click Music Swap

This script macro stops your "Exploration" playlist and starts "Combat". Create it in a hotbar slot (see Macros & Automation) and change the playlist names to match yours.

// Swap exploration music for combat music (GM only).
if (!game.user.isGM) {
  ui.notifications.warn("Only the GM can change the music.");
  return;
}
const explore = game.playlists.getName("Exploration");
const combat = game.playlists.getName("Combat");
if (explore?.playing) await explore.stopAll();
if (combat) await combat.playAll();
else ui.notifications.warn("No playlist named Combat.");

Building Your Audio Library

A well-organized audio library is a GM's secret weapon.

Essential Sound Categories

Music Playlists (Sequential or Shuffle)

  • Combat: fast-paced, energetic, loops well
  • Exploration: mysterious, ambient, builds slowly
  • Town/safe: warm, inviting, peaceful
  • Dungeon: dark, echoing, unsettling
  • Boss battles: epic, orchestral
  • Emotional: sad farewells, victories, revelations

Ambience (Simultaneous playlists or Ambient Sounds)

  • Nature: forest, ocean, wind, rain
  • Urban: market, tavern, blacksmith
  • Dungeon: dripping water, chains, whispers
  • Magical: portal hums, crystal chimes

Sound Effects (Soundboard Only playlists)

  • Combat: weapon hits, spells, explosions
  • Stingers: level up, discovery, success, failure
  • Environmental: doors, traps, mechanisms
  • Creature: roars, death cries, footsteps

Organization Tips

Keep your audio in a folder inside your User Data's Data folder (for example an audio folder you create) and organize it like this:

📁 audio/
├── 📁 music/
│   ├── 📁 combat/
│   │   ├── combat_generic_01.ogg
│   │   ├── combat_boss_intense.ogg
│   │   └── combat_victory_fanfare.ogg
│   ├── 📁 calm/
│   │   ├── town_day_peaceful.ogg
│   │   └── dungeon_creepy_loop.ogg
│   └── 📁 emotional/
│       └── farewell_sad_strings.ogg
├── 📁 ambience/
│   ├── 📁 nature/
│   │   └── forest_birds_wind.ogg
│   └── 📁 urban/
│       └── tavern_busy_night.ogg
└── 📁 sfx/
    ├── 📁 spells/
    │   └── fireball_explosion.ogg
    └── 📁 stingers/
        └── level_up_fanfare.ogg
            

Back it up separately. Foundry's built-in snapshots don't include images and sounds stored outside your worlds, systems and modules folders, so copy your audio folder somewhere safe too. Lowercase file names without spaces also avoid broken links when you move to a hosted server.

Advanced Audio Techniques

Layering for Depth

Great soundscapes use several quiet layers. In a Simultaneous playlist, each layer is a track with its own volume:

Dynamic Music

Music that responds to the game:

Try It in Foundry: Audio Scene Design

Challenge 1: The Haunted Manor

Create a complete audio environment:

  1. Base ambience: an old house creaking
  2. Add wind whistling through cracks
  3. Place localized sounds:
    • Grandfather clock ticking (hallway)
    • Chains rattling (basement)
    • Ghostly whispers (bedroom)
    • Thunder outside (by the windows)
  4. Create a tension playlist:
    • Exploration: subtle unease
    • Discovery: a stinger sound
    • Chase: frantic strings
Answer: which tool does each part use?

Creaking and wind: a Simultaneous playlist with repeat on, so it plays everywhere. Clock, chains, whispers and thunder: Ambient Sounds drawn in each room (set walls to block them, so the basement chains stay in the basement). The stinger: a Soundboard Only playlist. Exploration and chase music: a Sequential or Shuffle playlist.

Challenge 2: The Festival

Design a joyful celebration:

  1. Multiple music sources:
    • Main stage (loud, centered, large radius)
    • Street musicians (quieter, scattered, small radii)
  2. Crowd layers:
    • General crowd murmur
    • Children laughing
    • Merchants calling out
  3. Activity sounds:
    • Games and competitions
    • Food sizzling
    • Fireworks (played by hand at the right moment)
Answer: how do you keep the main stage from drowning out everything?

Make the stage an Ambient Sound with easing turned on, so it fades toward the edge of its radius. Players drifting to the food stalls then hear the sizzle more than the band.

Challenge 3: Dynamic Dungeon

Create audio that evolves as the party goes deeper:

  1. Entrance: quiet, ominous
  2. Deeper levels: add water drips and echoes
  3. Monster lair: breathing, growls
  4. Treasure room: magical chimes
  5. Escape sequence: collapsing stone, urgent music
Answer: one way to build it

Place each area's sounds as Ambient Sounds so they change as tokens move. Keep the escape music in its own playlist and start it (or run the swap macro) when the ceiling starts to fall.

Audio Resources

Always check each site's licence before using a track, especially if you stream or record your games.

Free Music and Sound Sources

Specialized RPG Audio

Audio Editing Tools

Common Audio Pitfalls

The Volume Wars

Problem: music drowning out player conversation.

Solution: keep track volumes low (a third or so for music, lower for ambience) and remind players they can set their own sliders in the Playlists tab.

The Silent Player

Problem: one player hears nothing.

Solution: browsers block sound until you interact with the page, so ask them to click anywhere in the Foundry window. Then check their volume sliders and, for ambient sounds, that their token is inside the sound's radius.

The Jarring Transition

Problem: sudden music stops and starts break immersion.

Solution: set a fade time on your playlists and prepare transitions in advance.

The Repetitive Loop

Problem: a 30-second loop driving everyone crazy.

Solution: use longer loops (3+ minutes) or a Shuffle playlist of several tracks.

The Missing Moment

Problem: the epic moment happens with no audio support.

Solution: keep a Soundboard Only playlist of stingers ready: victory, discovery, danger.

Ideas from the Table

The Synchronized Storm

Put a thunder stinger in your soundboard and trigger it the moment the villain appears in a flash of lightning on the map. Good timing will make your players jump.

Personal Themes

Give each PC a short theme in a Soundboard Only playlist. Play it when they do something heroic. By the end of the campaign, the opening notes alone get everyone excited for that character's moment.

The Living Tavern

Give the tavern a morning playlist (roosters, breakfast cooking) and an evening one (rowdy crowd, bard performing), or use darkness ranges on its ambient sounds. Players may start planning visits around who'll be there at different times.

Where to Go Next

Your scenes now have depth and every moment has the right emotional backing. Next, Modules & Add-ons shows how to extend Foundry to match your vision. To light the scenes your sounds live in, revisit Creating Scenes.