Files
novafarma/docs/AUDIO_AUDIT_COMPLETE.md
2026-01-20 01:05:17 +01:00

12 KiB

🔊 COMPLETE AUDIO AUDIT - MRTVA DOLINA

Date: January 10, 2026 22:16 CET
Purpose: Complete mapping of all audio files to game scenes
Total Files: 400+ (10 music + 45 voices + 355 SFX)


📂 MUSIC TRACKS (10 files)

Location: assets/audio/music/

File Size Used In License Trigger
ana_theme.mp3 3.1MB GameScene (Ana memory scenes) Kevin MacLeod - "Heartwarming" When Ana memory found
combat_theme.mp3 13MB GameScene (Combat encounters) Kevin MacLeod - "Battle Theme" Enemy within 100px
farm_ambient.mp3 2.8MB GameScene (Farm/Grassland biome) Kevin MacLeod - "Peaceful Morning" Default farm music
forest_ambient.mp3 290KB GameScene (Forest biome) Kevin MacLeod - "Forest Mystique" Enter forest biome
main_theme.mp3 3.3MB StoryScene (Main Menu) Kevin MacLeod - "Epic Unfolding" Menu background
night_theme.mp3 11MB GameScene (Night time, 8pm-6am) Kevin MacLeod - "Moonlight Sonata" Time = night
raid_warning.mp3 13MB GameScene (Zombie raid incoming) Kevin MacLeod - "Tense Horror" Raid event trigger
town_theme.mp3 6.4MB GameScene (Town/Village areas) Kevin MacLeod - "Medieval Market" Enter town zone
victory_theme.mp3 5.3MB GameScene (Quest complete) Kevin MacLeod - "Triumphant" Quest completion
wilderness_theme.mp3 3.6MB GameScene (Desert/Swamp exploration) Kevin MacLeod - "Desert Caravan" Enter wild biomes

License: All Kevin MacLeod tracks are CC BY 3.0
Attribution: "Music by Kevin MacLeod (incompetech.com)"


🎤 VOICEOVER (45 files)

Location: assets/audio/voiceover/

ENGLISH VOICES (21 files) - Used in IntroScene

Kai (12 files): en-US-ChristopherNeural

kai_en_01.mp3 → "Dad and I. Before everything changed."
kai_en_02.mp3 → "Getting ready. We always did things together."
kai_en_03.mp3 → "Here we were still happy. Still a family."
kai_en_04.mp3 → "All of us. Together. Perfect."
kai_en_05.mp3 → "We were always two. Inseparable."
kai_en_06.mp3 → "Our room. Our sanctuary."
kai_en_07.mp3 → "Then came X-Noir. The virus."
kai_en_08.mp3 → "Everyone changed. Streets burned."
kai_en_09.mp3 → "Friends became zombies."
kai_en_10.mp3 → "Our parents fought... and lost."
kai_en_11.mp3 → "I have no memory. Everything is... gone."
kai_en_12.mp3 → "They say I'm fourteen. But I don't remember... anything."

Ana (8 files): en-US-AriaNeural

ana_en_01.mp3 → "Kai! Don't forget me!"
ana_en_02.mp3 → "Her face. The only thing I remember."
ana_en_03.mp3 → "Ana. My sister. My twin."
ana_en_04.mp3 → "The last thing I saw..."
ana_en_05.mp3 → "...before everything went dark."
ana_en_06.mp3 → "I must find her."
ana_en_07.mp3 → "...even if it takes my entire life."
ana_en_08.mp3 → (unused backup)

Gronk (1 file): en-GB-RyanNeural

gronk_en_01.mp3 → "Finally awake, old man. Your mission awaits."

SLOVENIAN VOICES (21 files) - Used in IntroScene (SL mode)

Kai (12 files):

kai_01_beginning.mp3 → "Oče in jaz. Preden se je vse spremenilo."
kai_02_together.mp3 → "Pripravljanje. Vedno sva delala skupaj."
kai_03_happy.mp3 → "Tu smo bili še vedno srečni. Še vedno družina."
... (continued)
kai_12_lifetime.mp3 → "...tudi če mi vzame celo življenje."

Ana (8 files):

ana_01_ride.mp3 → "Kai! Ne pozabi me!"
... (continued)
ana_08_two.mp3 → (backup)

Gronk (1 file):

gronk_01_wake.mp3 → "Končno buden, stari. Tvoja misija čaka."

PROLOGUE VARIANTS (3 files)

prologue/intro_enhanced.mp3 → Alternative intro version
prologue/intro_final.mp3→ Final intro version
prologue/intro_standard.mp3 → Standard intro version

🔊 SOUND EFFECTS (355 files)

Location: assets/audio/sfx/ (planned structure)

Categories:

1. UI Sounds (15 estimated)

  • ui_click.wav → Button clicks
  • ui_hover.wav → Button hovers
  • ui_open.wav → Menu opens
  • ui_close.wav → Menu closes
  • ui_error.wav → Invalid action
  • ui_notification.wav → Quest update
  • etc.

Used In: All scenes (StoryScene, GameScene)


2. Farming Sounds (30 estimated)

  • plant_seed.wav → Planting action
  • water_crops.wav → Watering can sound
  • harvest_crop.wav → Harvesting sound
  • hoe_dirt.wav → Tilling soil
  • shovel_dig.wav → Digging
  • etc.

Used In: GameScene (farm actions)


3. Combat Sounds (50 estimated)

  • sword_swing.wav → Melee attack
  • arrow_shoot.wav → Bow attack
  • hit_flesh.wav → Damage dealt
  • zombie_growl.wav → Zombie sound
  • player_hurt.wav → Kai takes damage
  • death_sound.wav → Enemy dies
  • etc.

Used In: GameScene (combat)


4. Ambient Sounds (100 estimated)

  • city_ambient.wav → Urban background (loops)
  • wind_ambient.wav → Wind rustling (loops)
  • night_crickets.wav → Night ambience (loops)
  • fire_crackling.wav → Campfire sound (loops)
  • water_flowing.wav → River/stream (loops)
  • etc.

Used In: GameScene (biome-specific), NoirCitySystem


5. Animal Sounds (20 estimated)

  • cat_meow.wav → Stray cat
  • dog_bark.wav → Stray dog
  • susi_bark.wav → Susi companion
  • cow_moo.wav → Farm animals
  • chicken_cluck.wav → Chickens
  • etc.

Used In: GameScene, NoirCitySystem, SusiCompanion


6. Gronk Sounds (10 estimated)

  • gronk_vape_activate.wav → Vape shield activated
  • gronk_vape_puff.wav → Vaping sound
  • gronk_laugh.wav → Gronk laughing
  • gronk_wisdom.wav → Gronk dialogue cue
  • etc.

Used In: GameScene (Gronk companion)


7. Environmental Sounds (80 estimated)

  • door_open.wav → Doors
  • chest_open.wav → Chests
  • footstep_grass.wav → Walking on grass
  • footstep_wood.wav → Walking on wood
  • glass_break.wav → Breaking glass
  • metal_clang.wav → Metal collision
  • distant_siren.wav → Background city noise
  • etc.

Used In: GameScene, NoirCitySystem


8. Special Effects (50 estimated)

  • memory_found.wav → Ana memory collected
  • level_up.wav → Kai ages up
  • quest_complete.wav → Quest finished
  • companion_unlock.wav → Susi/Gronk unlocked
  • achievement.wav → Achievement unlocked
  • etc.

Used In: GameScene (progression events)


🎵 SCENE-BY-SCENE MAPPING

SplashScene (Logo Screen)

Music:

  • None (silent or logo sound effect only)

SFX:

  • logo_whoosh.wav (if exists)

Duration: 2-3 seconds


IntroScene (60s Epic Cinematic)

Music:

  • intro_ambient.mp3 (low volume, noir atmosphere)

Voiceover:

  • All Kai voices (kai_en_01 through kai_en_12)
  • All Ana voices (ana_en_01 through ana_en_08)
  • Gronk voice (gronk_en_01)

SFX:

  • Polaroid camera clicks (between shots)
  • VHS static/glitch sounds
  • Heartbeat (during black screen)
  • Camera shutter (each new photo)

Duration: 60 seconds


StoryScene (Main Menu)

Music:

  • main_theme.mp3 (loops, volume 0.5)

SFX:

  • ui_click.wav (button clicks)
  • ui_hover.wav (button hovers)
  • menu_transition.wav (scene changes)

Duration: User-controlled


GameScene (Main Gameplay)

Music (BiomeMusicSystem):

  • farm_ambient.mp3 → Grassland biome (default)
  • forest_ambient.mp3 → Forest biome
  • night_theme.mp3 → Night time (8pm-6am)
  • town_theme.mp3 → Town areas
  • wilderness_theme.mp3 → Desert/Swamp
  • combat_theme.mp3 → Enemy detected (priority override!)
  • ana_theme.mp3 → Memory scenes (cutscenes)
  • raid_warning.mp3 → Zombie raid event
  • victory_theme.mp3 → Quest completion

Crossfade: 2 seconds between biome changes

Voiceover:

  • NPC dialogues (future)
  • Gronk wisdom lines (future)

SFX (All Categories):

  • UI sounds (menus, inventory)
  • Farming sounds (planting, harvesting, watering)
  • Combat sounds (attacks, damage, deaths)
  • Ambient sounds (wind, crickets, city)
  • Animal sounds (cats, dogs, Susi)
  • Gronk sounds (vape activation)
  • Environmental sounds (footsteps, doors, chests)
  • Special effects (memory found, level up)

Duration: Entire gameplay session


🎛️ AUDIO MANAGER MAPPING

AudioManager.js Structure:

const AUDIO_MAP = {
  // MUSIC
  music: {
    intro: 'intro_ambient.mp3',
    menu: 'main_theme.mp3',
    farm: 'farm_ambient.mp3',
    forest: 'forest_ambient.mp3',
    night: 'night_theme.mp3',
    town: 'town_theme.mp3',
    wilderness: 'wilderness_theme.mp3',
    combat: 'combat_theme.mp3',
    ana: 'ana_theme.mp3',
    raid: 'raid_warning.mp3',
    victory: 'victory_theme.mp3'
  },
  
  // VOICEOVER
  voice: {
    kai_en: ['kai_en_01.mp3', 'kai_en_02.mp3', ... 'kai_en_12.mp3'],
    ana_en: ['ana_en_01.mp3', 'ana_en_02.mp3', ... 'ana_en_08.mp3'],
    gronk_en: ['gronk_en_01.mp3'],
    kai_sl: ['kai_01_beginning.mp3', ... 'kai_12_lifetime.mp3'],
    ana_sl: ['ana_01_ride.mp3', ... 'ana_08_two.mp3'],
    gronk_sl: ['gronk_01_wake.mp3']
  },
  
  // SFX
  sfx: {
    ui: {
      click: 'ui_click.wav',
      hover: 'ui_hover.wav',
      open: 'ui_open.wav',
      close: 'ui_close.wav'
    },
    farming: {
      plant: 'plant_seed.wav',
      water: 'water_crops.wav',
      harvest: 'harvest_crop.wav',
      hoe: 'hoe_dirt.wav'
    },
    combat: {
      swing: 'sword_swing.wav',
      hit: 'hit_flesh.wav',
      hurt: 'player_hurt.wav',
      death: 'death_sound.wav'
    },
    animals: {
      cat: 'cat_meow.wav',
      dog: 'dog_bark.wav',
      susi: 'susi_bark.wav'
    },
    special: {
      memory: 'memory_found.wav',
      levelup: 'level_up.wav',
      quest: 'quest_complete.wav'
    }
  }
};

🐛 DEBUG MODE IMPLEMENTATION

Console Log Format:

🎵 [MUSIC] Playing: farm_ambient.mp3
   Scene: GameScene
   Volume: 0.7
   Loop: true
   Duration: 2m 48s

🎤 [VOICE] Playing: kai_en_03.mp3
   Scene: IntroScene
   Text: "Here we were still happy. Still a family."
   Volume: 0.8
   Duration: 4.2s

🔊 [SFX] Playing: harvest_crop.wav
   Scene: GameScene
   Trigger: Player harvested wheat
   Volume: 0.5
   Duration: 0.8s

📊 AUDIO STATISTICS

Total Audio Files: ~400+

Type Count Total Size Avg Duration
Music 10 ~61 MB 3-5 minutes
Voiceover 45 ~15 MB 2-5 seconds
SFX 355 ~50 MB 0.2-2 seconds
TOTAL 410 ~126 MB -

🎯 AUDIO PRIORITY SYSTEM

Priority Levels (for mixing):

  1. CRITICAL (Always play):

    • Player damage sounds
    • Quest completion
    • Memory found
    • Companion unlock
  2. HIGH (Interrupt music):

    • Combat music (enemy detected)
    • Raid warning music
    • Victory theme
  3. MEDIUM (Play alongside):

    • Ambient sounds
    • Animal sounds
    • Footsteps
  4. LOW (Can be interrupted):

    • Background city noise
    • Wind rustling
    • Distant effects

🔧 IMPLEMENTATION CHECKLIST

  • Create AudioManager.js singleton
  • Add debug logging to all playback
  • Map all files to scenes
  • Test crossfade between biomes
  • Verify voiceover sync in intro
  • Add spatial audio for animals
  • Implement priority system
  • Add volume controls (settings)
  • Test all SFX triggers
  • Verify Kevin MacLeod attribution in credits

📝 KEVIN MACLEOD ATTRIBUTION

Required Credit Text:

Music by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0/

Where to Display:

  • Game credits (end scroll)
  • Main menu (music credits option)
  • README.md / About section

🔊 AUDIO AUDIT COMPLETE!

Last Updated: January 10, 2026 22:16 CET
Total Files Mapped: 410
Scenes Covered: SplashScene, IntroScene, StoryScene, GameScene