Gahookz Arena — asset audition

Browsers only start audio after a tap. Listen on the speakers you care about: phone speakers hide everything below about 300 Hz.

Gahookz Arena — asset audition

Hear and see candidates before they go into the game. Every sound here plays through the game's own engine (recipes, recorded layers, buses, spatialisation, crowd ducking and the limiter), and the fighters are the game's own model driven by the game's own feel presets. Nothing you change here is saved: when you have picked, copy the snippet at the bottom of a panel into the file it names.

Mixer

These are the same controls the game's menu has. Music, effects and voice each sit under the master volume.

Fight moments

A whole exchange, not one sound at a time: this is where a punch either cuts through the crowd or does not.

Sounds

Cue Bus Recorded layer File Level

synth is the built-in recipe alone, layer plays the file over it (the recipe keeps the body, the file adds the attack), replace plays only the file.


      
    

Music

Lobby tracks should be cheerful and bear repeating; fight tracks should push. Watch the size: every one of these is fetched over the same connection the game is using.


    

Movement and impact feel

classic
lively

Both fighters are fed exactly the same movement every frame, so any difference is the preset. The presets live in apps/web/src/art/feel.ts; the game uses the same two from the menu, or ?feel=classic.