Everything you hear in the game, in one place: the sound effects, each with a scene of the moment it plays, in every SOUND THEME; the SOUND TESTER, the game itself naming each sound as it plays; and the soundtrack, each track opening in the MIXER (its instruments, their levels per stack height and per SOUND OUTPUT, and how it intensifies near the red line). Nothing here is a recording: the pages load the game's own sfx.js and track files, so everything plays exactly what the game plays.
Every sound the game makes, all synthesized in sfx.js: ten effects that each SOUND THEME plays its own way, and five that are the same in every theme (the dial-up, BOT's voice, the score counting up, the level meter and LEVEL UP). Each card has a scene beside it: the moment in a game where you hear it, played out at the game's own timing, the sound coming at the instant it does in the game and its name lit under the scene. Tap a scene or PLAY to run it; the theme buttons on a card play that theme's take. The game's SOUND setting doesn't matter here: everything plays.
SOUND TESTER → The game on a board of bits, every sound named as it plays: a caption over the board (the sound and what set it off) and a panel keeping the last few, every sound with how often you've heard it (tap one to hear it alone), and a SOUND THEME to play in, locked or not. FILL GRID and NEW LAYER set things going; the column buttons drop bits as in a game. Nothing played there is saved, and SOUND is on there whatever the game's setting.
The playlist, each track a 32-bar loop scheduled live by music.js. MIXER opens a track on its own page: play it at any stack height as the game would, through PHONE, HEADPHONES or SPEAKERS; see where each instrument plays; set each instrument's level per stack height and output; and EXPORT the levels for js/music/mixes.js. The intensity layers and the notes on how the music intensifies are there too.