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.