AUDIO BIBLE
Leviathan uses layered music beds (looping mp3s) plus a sample-or-synth SFX system: each cue plays its mp3 if loaded, otherwise a synthesized fallback, so the game is never silent even if a file is missing.
Music beds (moods)
| Mood | Track | When |
|---|---|---|
| calm | lev_somber | the resting reef |
| rising | lev_rising | late-game evolution (tier 7+ around) |
| leviathan | lev_leviathan | a Leviathan patrols the field |
| threat | lev_battle | a Spikefish is incoming or present |
| cosmic | lev_cosmic | the Cosmic Whale finale |
An adaptive controller re-evaluates the mood ~1.6×/sec by field state (cosmic > active/incoming threat > late evolution > calm). The armed Spikefish warning counts as "incoming," so the bed transitions to threat once and holds through the telegraph — no calm↔threat stutter.
Stingers & SFX cues
- Merges play a per-species cue: Koi →
lev_koi, Anglerfish →lev_anglerfish, Manta →lev_manta, Leviathan →lev_stinger_legendary; every other merge useslev_merge. - Fish drop = the first ~0.4s of
lev_wet(a clipped wet plop), with a juicy synth fallback. - Egg buy = its own
lev_dropcue. - Devour: Leviathan+ and the Anglerfish-on-fry use
lev_devour; the Manta useslev_manta_kill— but only for prey in her forward cone (same test as the spike duel); side/rear bumps use the lighteatcue. - Victory fanfare: plays
lev_victoryif present, else a triumphant multi-part synth fanfare (brass pickup → C-major hit → timpani → shimmer). Never depends on an mp3 loading. - Mutation stinger is played at a slightly reduced volume.
Compliance & control
- Portal mute is honored via the real CrazyGames SDK v3 API —
game.settings.muteAudio+game.addSettingsChangeListener— plus the?muteAudio=trueURL param. Portal mute overrides the in-game toggle. - Alt-tab pauses music in place (no rewind) and resumes from the same position and mood.
- iOS audio context is resumed on the first touch/click.
30 linked entries · source: leviathan · living wiki, auto-synced from the game's design.