✅ NEW SYSTEMS: 1. AnimalBehavior.js - Wander, Flee, Follow, Glowing Eyes 2. NPCIdleBehavior.js - Idle animations (hat fix, sweat wipe) 3. ANIMAL_SOUND_MANIFEST.md - 40+ sound mappings 🎮 AI FEATURES: - Smooth movement (not grid-based) ✓ - Flee from player (100px range) ✓ - Follow with delay (cargo animals: llama, horse, donkey) ✓ - Glowing eyes in darkness (NOIR EFFECT!) ✓ - Neon pink/green eyes visible at distance - Perfect for 'eyes in forest' atmosphere 👤 NPC FEATURES: - Random idle animations every 3-8 seconds - Fix hat, wipe sweat, look around, scratch head - Gronk-specific: coin counting, item polishing 🔊 SOUND SYSTEM: - Kenney pack mapping for 23 animal sounds - Footstep variations (mud, grass, cobble) - Noir sound design: muffled distant sounds + reverb DEMO: 56/60 sprites (93%)! Next: 4 remaining sprites + integration testing
159 lines
3.5 KiB
Markdown
159 lines
3.5 KiB
Markdown
# 🔊 **ANIMAL & NPC SOUND MANIFEST**
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**Krvava Žetev - Gothic Farm Game**
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**Source:** Kenney Sound Packs (already downloaded)
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**Location:** `/assets/audio/sfx/`
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---
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## 🐮 **FARM ANIMAL SOUNDS**
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### **Required Sounds (23 total):**
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**COW:**
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- `cow_idle.wav` - Low moo, ambient
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- `cow_flee.wav` - Alarmed moo, louder
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- `cow_footstep.wav` - Heavy hoof step
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**PIG:**
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- `pig_idle.wav` - Snort, oink
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- `pig_flee.wav` - Squealing
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- `pig_footstep.wav` - Medium step
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**SHEEP:**
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- `sheep_idle.wav` - Baa sound
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- `sheep_flee.wav` - Panicked baa
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- `sheep_footstep.wav` - Light hoof step
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**CHICKEN:**
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- `chicken_idle.wav` - Cluck
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- `chicken_flee.wav` - Fast clucking/cackle
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- `chicken_footstep.wav` - Light scratch
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**DUCK:**
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- `duck_idle.wav` - Quack
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- `duck_flee.wav` - Fast quacking
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- `duck_footstep.wav` - Paddle sound
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**GOAT:**
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- `goat_idle.wav` - Maa/bleat
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- `goat_flee.wav` - Loud bleat
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- `goat_footstep.wav` - Hoof clatter
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**HORSE:**
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- `horse_idle.wav` - Neigh/whinny
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- `horse_flee.wav` - Gallop neigh
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- `horse_footstep.wav` - Heavy gallop
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**RABBIT:**
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- `rabbit_idle.wav` - Light chitter
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- `rabbit_flee.wav` - Quick squeak
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- `rabbit_footstep.wav` - Soft hop
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---
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## 👤 **NPC AMBIENT SOUNDS**
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**GRONK (Shop):**
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- `gronk_idle_breath.wav` - Heavy breathing
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- `gronk_coins.wav` - Coin counting
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- `gronk_grumble.wav` - Low grumble
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**GENERIC NPC:**
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- `npc_footstep_dirt.wav` - Walking on dirt
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- `npc_footstep_cobble.wav` - Walking on cobblestone
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- `npc_clothing_rustle.wav` - Moving
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---
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## 🌾 **ENVIRONMENTAL SOUNDS (Related)**
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**MUD & TERRAIN:**
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- `footstep_mud_1.wav` - Squelch
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- `footstep_mud_2.wav` - Squelch variant
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- `footstep_grass.wav` - Soft grass step
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- `footstep_cobble.wav` - Hard stone step
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**FARM AMBIENCE:**
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- `farm_wind.wav` - Light wind
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- `farm_distant_animals.wav` - Mixed distant sounds
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- `gate_creak.wav` - Gate opening/closing
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- `chain_rattle.wav` - Metal chains (locked gate)
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---
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## 📂 **KENNEY PACK MAPPING**
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**Where to find these in your Kenney downloads:**
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**Animal Sounds:** `Kenney/Voice-Over Pack/`
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- Look for: animal, creature sounds
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- Variants: low, high pitch versions
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**Footsteps:** `Kenney/Impact Sounds/`
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- Look for: step, walk, shuffle
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- Different surfaces: grass, stone, mud
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**Ambient:** `Kenney/RPG Audio/`
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- Environment loops
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- Object interactions
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**UI/Interact:** `Kenney/Interface Sounds/`
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- For shop interactions
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---
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## 🎮 **IMPLEMENTATION CHECKLIST**
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**Phase 1 - Priority (10 sounds):**
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- [ ] `cow_idle.wav`
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- [ ] `cow_flee.wav`
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- [ ] `pig_idle.wav`
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- [ ] `sheep_idle.wav`
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- [ ] `chicken_idle.wav`
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- [ ] `horse_idle.wav`
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- [ ] `footstep_mud_1.wav`
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- [ ] `footstep_grass.wav`
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- [ ] `npc_footstep_dirt.wav`
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- [ ] `gronk_grumble.wav`
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**Phase 2 - Full Set (All 40+ sounds)**
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---
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## 🔧 **PROCESSING NOTES**
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**Format:** Convert all to `.wav` or `.ogg`
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**Sample Rate:** 44.1kHz
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**Channels:** Mono (stereo for ambience)
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**Normalization:** -3dB peak
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**Volume Levels:**
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- Idle sounds: 70%
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- Flee sounds: 90%
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- Footsteps: 50%
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- Ambience: 40%
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---
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## 💡 **NOIR SOUND DESIGN TWIST**
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**For glowing-eye effect in darkness:**
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When animal is in shadow/distant:
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1. Mute normal animal sounds
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2. Play low-pass filtered version (muffled)
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3. Add eerie reverb/echo
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4. Optional: Add faint heartbeat or breathing
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**When Kai's flashlight shines on them:**
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1. Sharp sound cue (surprise!)
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2. Immediate flee sound trigger
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3. Rapid footstep sequence
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This makes the "glowing eyes in forest" moment EXTRA creepy! 👀✨
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---
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**Start with Phase 1 (10 sounds), test, then expand!**
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