The restaurant has sound. In the kitchen: knives on the board while cooks prep, the fridge door, the sizzle of the grill and a pot bubbling on the stove, the bell on the pass as each dish goes up, and plates clattering onto the racks.
In the dining room: the door chime as a guest steps in, water poured as they sit, the ticket going in at the pass, plates set down, the register ringing up the check, a pen signing the slip, and cash left on the table. Dropped plates smash and a knocked glass shatters, and the broom sweeps up after.
The room fills in behind all of it: the murmur of guests grows as the restaurant fills, cutlery clinks while people eat, the sink runs while the dishwasher works, and the street outside sets the scene before opening.
Sounds come from where they happen: something off to the left of the view plays on the left, and anything off screen is quieter.
🔊 in the top bar turns sound off and on, and the slider beside it sets the volume. The game remembers both.
Tables are laid before anyone sits: every seat of an empty table has its cutlery set out, and the busboy only clears the sets that were used. Tables are laid again from the clean stock, so a seat can be left bare if the kitchen runs short of clean silverware.