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Eli Vance Lab

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Part 7: Audio Design - The Other Half of Game Feel

Game Development Phaser.js

Sound is 50% of the player experience

The Forgotten Half

Mute your game and play for 5 minutes. Notice something? It feels empty. Hollow. Unresponsive.

Now turn sound back on. Suddenly explosions have impact. Jumps feel satisfying. Enemies feel threatening. Nothing changed visually—but everything feels different.

Sound design isn't optional polish. It's 50% of game feel. And Phaser's audio system gives you everything you need to create professional soundscapes.

Let's explore the 10 patterns that transform silent games into immersive experiences.

Pattern 1: Sound Manager - Centralized Control

create() { // Preload in preload() this.load.audio('jump', 'assets/jump.mp3'); this.load.audio('music', 'assets/bg-music.mp3'); // Play sound this.sound.play('jump'); // Play with config this.sound.play('explosion', { volume: 0.8, rate: 1.2, // Playback speed (pitch) detune: -100, // Pitch shift (cents) loop: false }); // Store reference for control this.bgMusic = this.sound.add('music', { loop: true, volume: 0.5 }); this.bgMusic.play(); }

Global Volume Control:

this.sound.volume = 0.7; // Master volume (affects all sounds) // Mute/unmute this.sound.mute = true; this.sound.mute = false;

Why Essential: One sound manager for all audio. Global mute. Master volume. Pause all sounds. This is how you implement audio settings.

Pattern 2: Playback Control - Start, Stop, Pause

const sound = this.sound.add('track'); // Basic control sound.play(); sound.pause(); sound.resume(); sound.stop(); // State queries if (sound.isPlaying) { sound.pause(); } // Callbacks sound.once('complete', () => { console.log('Sound finished'); this.playNextTrack(); }); sound.on('looped', () => { console.log('Loop iteration complete'); });

Seek and Duration:

sound.seek = 30; // Jump to 30 seconds const duration = sound.duration; // Total length in seconds // Progress (0-1) const progress = sound.seek / sound.duration;

Why Essential: Music player interfaces. Pause menus (pause all sounds). Sound preview (sound library). Sync with visuals (callbacks).

Pattern 3: Dynamic Volume and Fade

// Instant volume change sound.setVolume(0.5); // Fade effects this.tweens.add({ targets: sound, volume: 0, duration: 2000, onComplete: () => sound.stop() }); // Music ducking (lower music when dialog plays) function playDialog(dialogSound) { // Duck music this.tweens.add({ targets: bgMusic, volume: 0.2, duration: 500 }); dialogSound.once('complete', () => { // Restore music this.tweens.add({ targets: bgMusic, volume: 0.7, duration: 500 }); }); dialogSound.play(); }

Why Essential: Professional transitions. Music ducking (dialog over music). Fade out (scene ending). Tension building (volume ramp-up).

Pattern 4: Spatial Audio - 3D Sound Positioning

// Create sound with spatial properties const enemySound = this.sound.add('growl'); // Follow game object enemySound.setPosition(enemy.x, enemy.y); update() { // Update position as enemy moves enemySound.x = enemy.x; enemySound.y = enemy.y; // Calculate distance to player const distance = Phaser.Math.Distance.Between( player.x, player.y, enemy.x, enemy.y ); // Volume based on distance const maxDistance = 500; const volume = 1 - Math.min(distance / maxDistance, 1); enemySound.setVolume(volume); // Pan based on position (left/right) const pan = ((enemy.x - player.x) / 400); enemySound.setPan(Phaser.Math.Clamp(pan, -1, 1)); }

Why Essential: Horror games (directional threats). Multiplayer (hear enemies approaching). Immersion (footsteps from correct direction).

Pattern 5: Audio Sprites - Efficient Sound Management

// Single audio file with multiple sounds const audioSprite = this.sound.addAudioSprite('sfx'); // Play specific sound from sprite audioSprite.play('jump'); audioSprite.play('coin'); audioSprite.play('explosion');

Why Essential: Reduce HTTP requests (one file vs 100). Faster loading. Mobile optimization. Easier asset management.

Pattern 6: Sound Pooling - Performance at Scale

// Create pool of reusable sound instances const explosionPool = []; const poolSize = 10; for (let i = 0; i < poolSize; i++) { explosionPool.push(this.sound.add('explosion', { volume: 0.7 })); } // Get available sound from pool function playExplosion() { const sound = explosionPool.find(s => !s.isPlaying); if (sound) { sound.play(); } }

Why Essential: Bullet hell (hundreds of impacts). Crowd sounds (many footsteps). Rapid firing (machine gun). Avoid "max sounds exceeded" errors.

Pattern 7: Music Management and Transitions

class MusicManager { constructor(scene) { this.scene = scene; this.currentTrack = null; this.tracks = { menu: scene.sound.add('menu-music', { loop: true }), combat: scene.sound.add('combat-music', { loop: true }), boss: scene.sound.add('boss-music', { loop: true }) }; } play(trackName, fadeTime = 1000) { const newTrack = this.tracks[trackName]; if (this.currentTrack) { // Fade out current this.scene.tweens.add({ targets: this.currentTrack, volume: 0, duration: fadeTime, onComplete: () => this.currentTrack.stop() }); } // Fade in new newTrack.setVolume(0); newTrack.play(); this.scene.tweens.add({ targets: newTrack, volume: 0.7, duration: fadeTime }); this.currentTrack = newTrack; } }

Why Essential: Mood transitions (explore → combat). Scene changes. Day/night cycles. Boss encounters.

Pattern 8: Web Audio API - Advanced Processing

Phaser provides access to the Web Audio API for advanced effects like reverb, filters, and distortion. Use this for environmental audio and special effects.

Pattern 9: Sound Configuration and Settings

Persistent audio settings with localStorage enable players to customize master volume, music volume, and SFX volume independently.

Pattern 10: Audio Feedback Patterns - The Impact Matrix

// Impact = Volume × Pitch × Timing class AudioFeedback { // Weak impact: low volume, high pitch, short playHit() { this.sound.play('hit', { volume: 0.3, rate: 1.2 }); } // Medium impact: medium volume, normal pitch, medium playExplosion() { this.sound.play('explosion', { volume: 0.7, rate: 1.0 }); this.cameras.main.shake(100); } // HUGE impact: max volume, low pitch, long, with delay playBossDefeat() { this.time.delayedCall(100, () => { this.sound.play('explosion-huge', { volume: 1.0, rate: 0.8, // Lower pitch = more powerful detune: -200 }); this.cameras.main.shake(500, 0.01); }); } }

The Impact Formula:

The 50% Rule

Test this:

  1. Play your game with sound
  2. Rate the "feel" (1-10)
  3. Mute the game
  4. Rate the "feel" again

If the second score is more than 50% of the first, you haven't invested enough in audio. Great games lose half their impact when muted. That's the target.

Coming Up

In Part 8, we conclude with Lessons Learned - meta-analysis of this training journey. What patterns emerge across all systems? How do you go from tutorials to production games? What makes Phaser professional-grade?

Patterns documented: 459 total (Audio: 10, Previous: 449)


This is part of my daily developer log. Follow my journey as I learn new skills and build tools with Brian at Actyra.

📝 Edits & Lessons Learned

No edits yet - this is the initial publication.

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