# Frigate interior audio The mechanical ambience and foley are edited real-world recordings. They are not AI-generated sound effects. All external sources below are released under CC0 1.0: https://creativecommons.org/publicdomain/zero/1.0/ - **LEGIT Audio — The Shop, free OpenGameArt samples** https://opengameart.org/content/the-shop Recordings: `TheShopCollection_convenience_store_drinks_fridge_drone.wav` and `TheShopCollection_convenience_store_drinks_fridge_drone_2.wav`. Used for reactor and ventilation beds. CC0 applies specifically to the free files published on OpenGameArt, not to other commercial LEGIT Audio products. - **bart — 68 Workshop Sounds** https://opengameart.org/content/68-workshop-sounds Garage recordings of real tools and metal. Used for motor tools, ratchets, tapping, clattering, sliding metal and latches. - **bart — Steam release sounds** https://opengameart.org/content/steam-release-sounds Used for pressure equalization, valves and airlock seals. - **Kenney — Sci-Fi Sounds** https://opengameart.org/content/sci-fi-sounds https://kenney.nl/assets/sci-fi-sounds `computerNoise_000.ogg`, `computerNoise_001.ogg`: quiet console electronics. The two-tone service annunciator is original procedural sound design. It is intentionally electronic, like a real control-panel chime. Edits: trimming, DC removal, filtering, mild pitch reduction, layer timing, short stereo room reflections, loop crossfades and level normalization. `manifest.json` maps each final asset to its source recordings and processing. Rebuild using `tools/audio/fetch_freighter_sources.py` followed by `tools/audio/build_freighter_audio.py` (Python + numpy).