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:
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:
- In the Playlists tab, click Create Playlist and give it a name.
- Choose its playback mode (see below) and, if you like, a fade time so tracks ease in and out.
- Add sounds: each one has a name, an audio file, its own volume, and a repeat toggle so it loops.
- Press play. Everyone connected hears it, at their own volume settings.
The Four Playback Modes
| Mode | What happens when you press play | Good for |
|---|---|---|
| Sequential | Plays the tracks in order, one at a time | A soundtrack album, a set of town themes |
| Shuffle | Plays one track at a time in random order | Long sessions of background music |
| Simultaneous | Plays every track at once | Layered ambience: crowd + fire + rain |
| Soundboard Only | Nothing plays as a group; you click individual tracks | Sound 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.
- Pick Sounds in the scene controls on the left of the screen.
- 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.)
- 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).
- 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.
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:
- Exploration to combat: crossfade when initiative starts. Playlist fade times make a manual switch smooth; the macro above makes it one click.
- Location themes: attach a playlist to each important scene so it starts when the scene is activated.
- Time of day: give ambient sounds a darkness range: birdsong in daylight, crickets at night.
- Health-based intensity: music that swells as the party weakens isn't built in; it needs your own macro or a module.
Try It in Foundry: Audio Scene Design
Challenge 1: The Haunted Manor
Create a complete audio environment:
- Base ambience: an old house creaking
- Add wind whistling through cracks
- Place localized sounds:
- Grandfather clock ticking (hallway)
- Chains rattling (basement)
- Ghostly whispers (bedroom)
- Thunder outside (by the windows)
- 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:
- Multiple music sources:
- Main stage (loud, centered, large radius)
- Street musicians (quieter, scattered, small radii)
- Crowd layers:
- General crowd murmur
- Children laughing
- Merchants calling out
- 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:
- Entrance: quiet, ominous
- Deeper levels: add water drips and echoes
- Monster lair: breathing, growls
- Treasure room: magical chimes
- 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
- Incompetech: royalty-free music by Kevin MacLeod
- Freesound.org: community-made sound effects (licences vary by sound)
- YouTube Audio Library: free music and effects
- Zapsplat: a large library of sound effects (registration required)
- BBC Sound Effects: a big archive with its own licence terms
Specialized RPG Audio
- Tabletop Audio: ambiences designed for RPGs
- Syrinscape: a dynamic soundboard app
- Battle Bards: RPG music and ambience
- Plate Mail Games: fantasy music for many situations
Audio Editing Tools
- Audacity: free, good for trimming loops and exporting OGG
- Reaper: a professional editor at a modest price
- Online tools: trimmers and format converters
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.