# ๐Ÿ”Š **ANIMAL & NPC SOUND MANIFEST** **Krvava ลฝetev - Gothic Farm Game** **Source:** Kenney Sound Packs (already downloaded) **Location:** `/assets/audio/sfx/` --- ## ๐Ÿฎ **FARM ANIMAL SOUNDS** ### **Required Sounds (23 total):** **COW:** - `cow_idle.wav` - Low moo, ambient - `cow_flee.wav` - Alarmed moo, louder - `cow_footstep.wav` - Heavy hoof step **PIG:** - `pig_idle.wav` - Snort, oink - `pig_flee.wav` - Squealing - `pig_footstep.wav` - Medium step **SHEEP:** - `sheep_idle.wav` - Baa sound - `sheep_flee.wav` - Panicked baa - `sheep_footstep.wav` - Light hoof step **CHICKEN:** - `chicken_idle.wav` - Cluck - `chicken_flee.wav` - Fast clucking/cackle - `chicken_footstep.wav` - Light scratch **DUCK:** - `duck_idle.wav` - Quack - `duck_flee.wav` - Fast quacking - `duck_footstep.wav` - Paddle sound **GOAT:** - `goat_idle.wav` - Maa/bleat - `goat_flee.wav` - Loud bleat - `goat_footstep.wav` - Hoof clatter **HORSE:** - `horse_idle.wav` - Neigh/whinny - `horse_flee.wav` - Gallop neigh - `horse_footstep.wav` - Heavy gallop **RABBIT:** - `rabbit_idle.wav` - Light chitter - `rabbit_flee.wav` - Quick squeak - `rabbit_footstep.wav` - Soft hop --- ## ๐Ÿ‘ค **NPC AMBIENT SOUNDS** **GRONK (Shop):** - `gronk_idle_breath.wav` - Heavy breathing - `gronk_coins.wav` - Coin counting - `gronk_grumble.wav` - Low grumble **GENERIC NPC:** - `npc_footstep_dirt.wav` - Walking on dirt - `npc_footstep_cobble.wav` - Walking on cobblestone - `npc_clothing_rustle.wav` - Moving --- ## ๐ŸŒพ **ENVIRONMENTAL SOUNDS (Related)** **MUD & TERRAIN:** - `footstep_mud_1.wav` - Squelch - `footstep_mud_2.wav` - Squelch variant - `footstep_grass.wav` - Soft grass step - `footstep_cobble.wav` - Hard stone step **FARM AMBIENCE:** - `farm_wind.wav` - Light wind - `farm_distant_animals.wav` - Mixed distant sounds - `gate_creak.wav` - Gate opening/closing - `chain_rattle.wav` - Metal chains (locked gate) --- ## ๐Ÿ“‚ **KENNEY PACK MAPPING** **Where to find these in your Kenney downloads:** **Animal Sounds:** `Kenney/Voice-Over Pack/` - Look for: animal, creature sounds - Variants: low, high pitch versions **Footsteps:** `Kenney/Impact Sounds/` - Look for: step, walk, shuffle - Different surfaces: grass, stone, mud **Ambient:** `Kenney/RPG Audio/` - Environment loops - Object interactions **UI/Interact:** `Kenney/Interface Sounds/` - For shop interactions --- ## ๐ŸŽฎ **IMPLEMENTATION CHECKLIST** **Phase 1 - Priority (10 sounds):** - [ ] `cow_idle.wav` - [ ] `cow_flee.wav` - [ ] `pig_idle.wav` - [ ] `sheep_idle.wav` - [ ] `chicken_idle.wav` - [ ] `horse_idle.wav` - [ ] `footstep_mud_1.wav` - [ ] `footstep_grass.wav` - [ ] `npc_footstep_dirt.wav` - [ ] `gronk_grumble.wav` **Phase 2 - Full Set (All 40+ sounds)** --- ## ๐Ÿ”ง **PROCESSING NOTES** **Format:** Convert all to `.wav` or `.ogg` **Sample Rate:** 44.1kHz **Channels:** Mono (stereo for ambience) **Normalization:** -3dB peak **Volume Levels:** - Idle sounds: 70% - Flee sounds: 90% - Footsteps: 50% - Ambience: 40% --- ## ๐Ÿ’ก **NOIR SOUND DESIGN TWIST** **For glowing-eye effect in darkness:** When animal is in shadow/distant: 1. Mute normal animal sounds 2. Play low-pass filtered version (muffled) 3. Add eerie reverb/echo 4. Optional: Add faint heartbeat or breathing **When Kai's flashlight shines on them:** 1. Sharp sound cue (surprise!) 2. Immediate flee sound trigger 3. Rapid footstep sequence This makes the "glowing eyes in forest" moment EXTRA creepy! ๐Ÿ‘€โœจ --- **Start with Phase 1 (10 sounds), test, then expand!**