# Audio credits

Not everything here is CC0. The sound effects and ambience loops come mostly from a **purchased
pack** that may be used in the game but **must not be redistributed** on its own; the music and
the remaining effects are CC0. Raw packs are kept out of git (`art_source/` is ignored):
`art_source/tommusic/` (the purchased pack, extracted), `art_source/audio_downloads/` (CC0
originals) and `art_source/legacy_sfx/` (the previous generated effects, used as sources for the
kept ones). `tools/audio/import_tommusic.py` builds `assets/audio/sfx/` and
`assets/audio/ambience/`; `tools/audio/import_music.py` builds the music and
`tools/audio/make_world_sounds.py` the sounds of fires, water, leaves and the fishing float.

## Sound effects and ambience: Fantasy SFX Pack by TomMusic (purchased)

**Fantasy SFX Pack** by **TomMusic** — https://tommusic.itch.io/ ·
https://www.gamedevmarket.net/member/TomMusic/

Bought by the project owner. Licence: use inside this game is allowed; the pack's files (or
these trimmed and re-levelled versions of them) may **not** be redistributed, resold or shared
outside the game.

Used for (trimmed, re-levelled, some layered or filtered; mapping in `tools/audio/import_tommusic.py`):

- Sword: `swing`, `swing_heavy`, `hit`, `hit_heavy`, `block`, `parry` (Sword Attack / Impact Hit / Blocked / Parry)
- Bow: `bow_draw`, `bow_shot`, `arrow_hit`, `arrow_block` (Bow Take Out / Attack / Impact Hit / Blocked)
- Spells: `spell_cast_arcane` (Ice Throw), `spell_fire` and `fireball` (Fireball), `spell_impact` (Spell Impact),
  `spell_storm` and `thunder` (thunder cut from the Forest Day Storm loop, layered with Spell Impact)
- Gathering: `chop`, `mine`; doors and chests: `door`, `chest_open`, `chest_close`
- UI: `ui_open`, `ui_close` (Inventory Open / Close), `ui_select`, `ui_confirm`, `ui_tick` (System Select / Sound / tick)
- Footsteps: `step_dirt`, `step_stone`, `step_water`, `step_wood`, `step_grass` (Dirt, low-passed)
- Water and fire: `splash`, `bite` (water footsteps), `water` (Waterspray, tapping a cactus), `refill` (River Stream Loop),
  `beacon` (Light Torch + Firebuff)
- Ambience loops: `forest_day`, `forest_night` and their `_rain` versions, `highlands` (Forest Night with the
  storm's thunder layer), `highlands_storm` (Forest Night Storm), `desert` / `desert_rain` (Beach / Beach Rain,
  low-passed into wind), `cave`, `cave_rain`

## Music (CC0 1.0)

Every track is CC0, so no credit is required; the composers are named here because they're owed it.
Re-levelled, faded at both ends and re-encoded by `tools/audio/import_music.py`.

| In game | Track | Author | Source |
|---|---|---|---|
| `music/title.ogg` | Laments of the War | Cethiel | https://opengameart.org/content/laments-of-the-war |
| `music/day.ogg` | Another August | The Cynic Project (cynicmusic.com, pixelsphere.org) | https://opengameart.org/content/another-august |
| `music/evening.ogg` (evening and night) | Osare (Unrest Theme), used under its CC0 option (also OGA-BY 3.0) | HaelDB | https://opengameart.org/content/osare-unrest-theme |
| `music/shadow.ogg` | Within The Abandoned Castle (V2) | Spring, from public-domain sounds by isaiah658, yd, Sudocolon, Ogrebane, JaggedStone and Augmentality | https://opengameart.org/content/within-the-abandoned-castle |

## The sounds of things in the world (CC0 1.0)

Cut into seamless loops by `tools/audio/make_world_sounds.py`; played near their source by
`scripts/world/world_sounds.gd`.

| In game | Source | Author | Link |
|---|---|---|---|
| `ambience/world_fire.ogg` | Fireplace Sound loop | PagDev | https://opengameart.org/content/fireplace-sound-loop |
| `ambience/world_river.ogg` | Sea and river wave sounds (VistulaShort) | RandomMind | https://opengameart.org/content/sea-and-river-wave-sounds |
| `ambience/world_leaves.ogg` | wind1, with 20 Rustles of dry leaves | Luke.RUSTLTD; qubodup | https://opengameart.org/content/wind1 , https://opengameart.org/content/20-rustles-dry-leaves |

`blip1-3` and `plop1-2` (the fishing float) are synthesized by the same tool and belong to this project.

`pour1-3` (the watering can) are mixed by `tools/audio/make_watering.py`: bubbles, pats on soil and
drops on leaves synthesized there (numpy, seeded), which belong to this project, over a little of
VistulaShort (RandomMind) and rustle07 of 20 Rustles of dry leaves (qubodup), both CC0 and linked above.

## Remaining sound effects (CC0 1.0)

These have no equivalent in the TomMusic pack and were kept, re-trimmed and re-levelled with the
same tool: `alert`, `coin`, `dodge`, `drink`, `eat`, `enemy_die`, `error`, `harvest`, `hurt`,
`level_up`, `pickup`, `plant`, `quest`, `rock_break`, `sleep`, `talk`, `till`, `tree_fall`.

From Kenney (www.kenney.nl), CC0:

- RPG Audio — https://kenney.nl/assets/rpg-audio (cloth, coins, leather, creaks)
- Impact Sounds — https://kenney.nl/assets/impact-sounds (soft and punch impacts, mining, wood)
- Interface Sounds — https://kenney.nl/assets/interface-sounds (ticks, errors, alerts, pluck, drop)
- Music Jingles — https://kenney.nl/assets/music-jingles (pizzicato level-up, quest and sleep jingles)

Breaking things (`break_wood`, `break_pot`, `break_stone`, `break_crystal`, `break_soft`,
`break_bone`, `break_metal`, `break_splash` and the `knock_*` hits that don't break them) are
mixed by `tools/audio/make_break_sfx.py` from Kenney's Impact Sounds (CC0) with splinters,
rubble, pouring grain, shard tinkles, a hoop's ring and splashing water synthesized there (numpy,
seeded): those synthesized layers belong to this project.

`eat` is synthesized by `tools/audio/make_audio.py` and belongs to this project. `drink` mixes
Kenney's Interface Sounds `glass_002` with short low-passed gulps cut from the CC0 recording
"Rain (loopable)" by Ylmir (https://opengameart.org/content/rain-loopable).

## Voices: grunts, shouts, pain and death cries (OpenGameArt)

Cut, trimmed and re-levelled by `tools/audio/import_tommusic.py` (the `VOICES_SFX` table) from the
packs in `art_source/voices/`. Some foe voices are pitch-shifted, filtered or given a short echo.

- **"Female Gruntwork - 1"** by **PlumpDev** — https://opengameart.org/content/female-gruntwork-1 —
  licence **CC-BY 4.0** (https://creativecommons.org/licenses/by/4.0/). Credit line:
  *"Female Gruntwork - 1" by PlumpDev (opengameart.org/content/female-gruntwork-1), CC-BY 4.0; clips cut
  from the recording and re-levelled.* Used for the Warden's female voice: `voice_f_attack`,
  `voice_f_heavy`, `voice_f_hurt`, `voice_f_death`, `voice_f_effort`.
- **"Male Grunt/Yelling sounds"** by **HaelDB** — https://opengameart.org/content/male-gruntyelling-sounds —
  **CC0 1.0** (also offered under OGA-BY 3.0; used under CC0). Used for the Warden's male voice
  (`voice_m_attack`, `voice_m_heavy`, `voice_m_hurt`, `voice_m_death`, `voice_m_effort`: the "3grunt" /
  "3yell" takes) and, pitched down, for orcs (`foe_orc_alert`, `foe_orc_hurt`, `foe_orc_death`).
- **"80 CC0 creature SFX"** by **rubberduck** — https://opengameart.org/content/80-cc0-creature-sfx —
  **CC0 1.0**. Used for the foes: `foe_small_*`, `foe_orc_*` (with the above), `foe_big_*`, `foe_undead_*`.
- **"Female screams"** by **congusbongus** — https://opengameart.org/content/female-screams — downloaded but
  **not used** in the game. Its `license.txt` lists clip 0 (CC-BY 3.0, thanvannispen, not in the zip) and
  clips 1-4 as CC0 1.0 (tcrocker68, pushkin, Archeos on freesound.org).
