Audio nodes used are AudioStreamPlayer and AudioStreamPlayer3D, some are positional like the LED light buzz, some are animated audio tracks - match crackling, the match ignition sounds
The climax is rendered as frames in figma and composed/edited in Da Vinci Resolve (free edition)
I don’t really have any proper tutorials to recommend as phosphorus is more “layered” audio instead of using a bigger audio management technique
I used the basic Master bus, added some streamrandomizers, and turned the audio volumes a bit, if you want to create a cooler audio region, you can try blending audio with positional overlap (Area3Ds with audio node child, these are very flexible and really good at making the audio seamless and realistic) I will try to find proper tutorials and send you
I had a musician friend who jammed with me and she taught me a lot about it, so I didn’t use tutorials
Using random position, volume, range, etc adds a lot of variety to our audio and that randomness is crazy effective at pushing the idea of “being there”