Browsers only start audio after a tap. Listen on the speakers you care about: phone speakers hide everything below about 300 Hz.
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.
These are the same controls the game's menu has. Music, effects and voice each sit under the master volume.
A whole exchange, not one sound at a time: this is where a punch either cuts through the crowd or does not.
| Cue | Bus | Recorded layer |
|---|
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.
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.
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.