Real sound physics
Sources have positions. Walls block, doorways funnel, corners soften, distance rolls off the high end. Walk a torch-bearing goblin down the corridor and the table hears it coming.
Put the listener inside the map.
A stereo soundscape for tabletop RPGs. You place the sounds in the space; Clairaudience works out how they reach each ear.
Best with headphones or surround. Perfectly happy on desk speakers.
What it is
Most game audio is a playlist: press a button, a noise happens, everyone hears the same thing. Clairaudience treats sound as something with a location. Sources sit in the space, walls get in the way, distance takes the edge off, and every player hears the scene from where their character is standing.
The result is quieter than it sounds. Nobody has to be told the chanting is coming from behind the north door. They just hear it there.
Features
Sources have positions. Walls block, doorways funnel, corners soften, distance rolls off the high end. Walk a torch-bearing goblin down the corridor and the table hears it coming.
Trigger, move, layer, and fade sounds without dropping out of the scene. Your players hear the result, never the machinery.
Full stereo positioning lands hardest in headphones or a surround setup — that is where direction gets genuinely convincing.
Not everyone brings headphones to game night. The mix folds down gracefully to one pair of desk speakers without turning to mush.
Rooms, corridors, caverns, open field. Lay out a space once and it is there next session, and the session after that.
Load in the library you already have. Loops, one-shots, ambience — anything you can drop in can be placed on the map.
How it works
Sketch the walls and openings, or reuse a space you built earlier. Rough is fine — the engine only needs to know what blocks sound and what doesn't.
Drop a dripping ceiling in the far chamber, a forge behind the wall, a chant that moves. Each one gets a position, a range, and a volume.
Move the party marker as they explore. The mix updates as they go — closer, farther, around the corner, through the door.
Put the listener inside the map.
Request a demo
We'll walk you through a scene, show you the GM controls, and answer whatever you throw at us. Bring headphones if you have them.
Or write to us directly: clairaudience@wurpcorp.com