I’m pretty sure it’s not possible, but wanted to check–can audio triggers for skill checks be configured to not play for passive checks?
If not, is it possible to hide a passive skill failure? Basically, my takeaway from testing is that, as-is, the fail sound plays too often, and if a passive check has no specific fail state other than to move on, the player may be confused about what exactly they failed/why they’re hearing a negative sound with no apparent negative consequence.