Clairaudience

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

A sound engine that knows where everyone is sitting

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

Everything on your side of the screen

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.

The GM has the controls

Trigger, move, layer, and fade sounds without dropping out of the scene. Your players hear the result, never the machinery.

Built for headphones

Full stereo positioning lands hardest in headphones or a surround setup — that is where direction gets genuinely convincing.

Fine on ordinary speakers

Not everyone brings headphones to game night. The mix folds down gracefully to one pair of desk speakers without turning to mush.

Reusable spaces

Rooms, corridors, caverns, open field. Lay out a space once and it is there next session, and the session after that.

Bring your own sounds

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

Three steps, then play

You can build a space from nothing if you want to. Most of the time you won't need to.

  1. Open a map

    We expect most groups to start from the library: familiar dungeons and common set pieces, already laid out. Import your own or sketch the walls and doors yourself — rough is fine, the engine only needs to know what blocks sound and what doesn't.

  2. Check the sounds

    Library maps should arrive already stocked — a dripping ceiling in the far chamber, a forge behind the wall, cues sitting on the doors that matter. Move any of it, mute it, or swap in your own audio.

  3. Play the scene

    Move the party marker as they explore and fire cues when the moment calls for one. The mix updates as they go — closer, farther, around the corner, through the door.

SOURCE LISTENER
The wavefronts spread, squeeze through the corridor, and open out again on the far side — so the listener hears it faintly, and from their left.
Put the listener inside the map.

Request a demo

Hear a room before you build one

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.