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

3.5 KiB

🔊 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

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!