F046 — Deal Sound Effects
Business Rule
When hole cards are dealt (HOLE stage), adealing_cards sound effect plays once per card as each card launches from the shuffler. The sound is tightly synced to the card’s visual departure — it fires at the same moment the card becomes visible and begins its flight path.
Community card advances (FLOP/TURN/RIVER) play a single dealing_cards sound at stage transition, plus a card_flip sound for each individual card that flips face-up.
Sound Keys
V5 Implementation
File:source/client_source/src/js/Game/gameTypes/cardDesktop.js — _launchCard() (line 51)
dealing_cards play is separated by ~300ms (= CARD_FLY_STEP), giving a rhythmic tap-tap-tap as cards fly out.
V6 Implementation
Sound is fired inside thedelayedCall callback in _renderCards(), at the same moment the card is positioned at the shoe and the tween begins:
_sfx() respects the cfgSfx toggle and soundLevel mute state, so the sound is suppressed when the player has muted audio.
Sound Asset
The v6 client loads the sound file via
PreloadScene under the key dealing_cards.