Table audio
Music that everyone hears at the same moment does a lot of work at a table. The GM conducts it from a Table audio panel in the map controls, bottom-right of the play area — click the broadcast button to open it. Players get a small chip telling them what’s playing.
The GM’s panel
Section titled “The GM’s panel”| Button | What it does |
|---|---|
| Play scene | “Play this scene’s attached audio for the table” — starts whatever audio is attached to the current scene. Only appears when the scene has some. |
| Auto | “Auto-play each scene’s attached audio for the table whenever you change scenes” — turn it on once and every scene brings its own soundtrack with it. |
| Track | “Broadcast a track from your library to the table” — opens a searchable list of your audio. |
| Stop | “Stop all audio for everyone” — a room-wide kill switch. |
With Auto on, switching scenes stops what’s playing and starts the new scene’s audio. A scene with no audio attached goes quiet, which is often exactly what you want.
You can also send a whole soundscape without attaching it to anything: in the audio panel, open Layers → Soundscapes and click the send button beside one. See Mixes & playlists.
The private cue channel
Section titled “The private cue channel”Auditioning a track in front of the players spoils it. So the track picker has two ways to press play:
- Click Track and search your audio.
- Click the headphones on a row to preview it — only you hear it. A chip appears in the panel with a Only you label and the track name.
- Happy with it? Click Send to table and everyone joins the track already playing. Not happy? Click the × to stop the preview; the table never knew.
Clicking a track’s name instead sends it straight to the table, skipping the preview.
What players see
Section titled “What players see”When the GM broadcasts, everyone else gets a chip at the top of the screen reading Table audio — [track name] with a little animated level meter. The speaker button on it mutes the table audio for you only — it doesn’t stop anyone else’s.
If your browser blocked the sound from starting on its own, the chip becomes a button: Tap to hear the table audio. Click it once and the audio starts and keeps working for the rest of the session.
Attaching audio to a scene
Section titled “Attaching audio to a scene”To give a scene a soundtrack of its own, use the Scene audio tab in the scene sidebar (GMs only). It has three slots:
- Soundscape — a whole mood you saved from the audio panel’s Layers tab. Every layer plays at once, each at its own level, and Play scene sends every one of them to the table. Its sounds now and then come too — everyone hears each one at the same moment.
- Ambience (looping) — rain, tavern hubbub, wind. You can add more than one.
- Music — plays through once.
Use Add ambience bed / Add theme to pick from your audio library, the play button on a row to audition it locally, and Play all / Stop at the top to hear the scene the way it’ll sound.
Related
Section titled “Related”- Audio — your library, mixes and soundboards.
- Switching scenes — what Auto hooks into.
- Scenes & battle maps — where scene audio is attached.
- Running a session — the rest of the GM controls.