Files
novafarma/ANIMAL_SOUND_MANIFEST.md
David Kotnik 55b496a2ce 🤖 AI Behavior System + Sound Manifest
 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
2026-01-08 23:34:22 +01:00

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# 🔊 **ANIMAL & NPC SOUND MANIFEST**
**Krvava Žetev - Gothic Farm Game**
**Source:** Kenney Sound Packs (already downloaded)
**Location:** `/assets/audio/sfx/`
---
## 🐮 **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
---
## 👤 **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
---
## 🌾 **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)
---
## 📂 **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
---
## 🎮 **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)**
---
## 🔧 **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%
---
## 💡 **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! 👀✨
---
**Start with Phase 1 (10 sounds), test, then expand!**