God of Sparrow 太歲 — Audio Test Bench procedural SFX · MusicGen beds
Click anything once to unlock audio (browser autoplay policy). SFX are synthesized live in audio.js. Music loops load from audio/music/. Green dot = file present, red = missing (falls back to a procedural pad).
Mute silences the master bus instantly. Volume sliders are shared with the in-game Settings.
★ Scoring cascade (the hook)
Pitch rises per meld (major pentatonic), then the ×mult ka-ching, the threshold bass-drop, and the final tally.
✔ Complete library (auto-listed from the engine)
Every SFX name the engine knows — if a sound exists in audio.js it appears here automatically.
Tiles & draw
Economy / Shop
UI
Stingers
Scoring ensemble & wins
Music rooms (loop, crossfade)
⚙ Volumes / Mute (persisted)
These write to the same localStorage the game reads, so changes here carry into a live run and vice-versa.