Immersive audio for tabletop worlds

Put the listener inside the map.

Clairaudience turns a tabletop roleplaying map into a responsive 3D stereo soundscape. Place sound sources, move the party, and let distance, walls, doors, and environments shape what reaches the table.

Built for game masters who want atmosphere without managing a playlist.
Scene: The Flooded Crypt Position-aware sound mix
Live scene
Rendered from the party's position stereo output

More than background music

A scene that sounds different everywhere you stand.

Clairaudience treats sound as part of the world. Sources live on the map, spaces have acoustic character, and the mix changes as the adventurers move.

Map-based placement

Attach sounds to rooms, hazards, creatures, objects, and environmental zones instead of juggling disconnected tracks.

Position-aware stereo

Direction and distance shape the mix, helping players sense where danger, movement, and activity are coming from.

World-aware acoustics

Walls, passages, doors, and room character can change how clearly each sound reaches the listener.

Responsive during play

Move the party, open a door, or change a creature's activity and let the soundscape follow the fiction.

Interactive scene preview

Move through the dungeon. Hear the mix change.

Choose a room below. The panel updates to show the sounds that dominate from that position. The optional browser-audio preview is deliberately simple; Clairaudience is the full spatial engine.

How it works

Build the world once. Let the scene run with the game.

1

Define the scene

Bring in a map and describe the rooms, passages, barriers, and acoustic environments that shape the space.

2

Place the sources

Give creatures, objects, and areas their own sounds—from distant machinery to a goblin game behind a door.

3

Move the listener

Set the party's position and let Clairaudience render the world as they would hear it from there.

Wurpcorp presents

Make the dungeon feel larger than the table.

Clairaudience gives game masters an audible world—not just a soundtrack.

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