Ionrift Resonance v2.0.0
Automated combat sounds for Foundry with Ionrift Resonance - now live on the Foundry package registry. Both MIT licensed.

Automated combat sounds for Foundry. Now when your characters swing swords, cast spells, take damage - sounds play automatically depending on who hit what, with what.
I spent too long fiddling with sound configs, which distracted me from working on the story and content of my campaigns. But I did enjoy making this module - reactive combat sounds (attack impacts, spell stingers, pain vocals) really add so much to the virtual table. Hope you get as much out of the system as I do and it frees you up to focus on content instead of clicking around config UIs.
When combat happens it checks a few things in order - custom sounds on specific actors/items first (that 🎵 button on sheets), then sounds for named NPCs or legendary weapons, then creature types (automatically tagged - dragon_fire, undead_skeleton, etc), finally keyword matching as fallback. Walks through that list, finds a match, plays the sound, done.

It's been sitting in my Foundry folders for ages but I've finally tidied it up and formalized it for others 🫣

For Daggerheart players - it's wired for Fear Tracker intensity (Low/Med/High), Duality Dice (Hope/Fear stingers), Domain-aware casting (Splendor ≠ Bone obviously), and all the Stress/Armor/Hope stuff.
I've tested this a lot - across DnD5e and Daggerheart, plus years of actual table use. But I've probably missed something while formalizing it and giving it a UI. If you hit bugs or weird behavior, GitHub issues are helpful (logs + screenshots appreciated).
Links:
Give it a try and let me know what you think!
Thanks for supporting the workshop. More tools soon. 🧡