A free collection of cozy fantasy sound effects for 2D games. Categories include: interactions, ambience, weather, and UI. Contains an interactive audio preview scene.Audio files are render-pipeline independent. The included demo scene was tested with the Built-in Render Pipeline and Universal Render Pipeline in Unity 6000.2.14f1. HDRP has not been tested.Bring sound to your pixel-art adventures with Timbeaux’s 2D Fantasy SFX Pack, a free collection for cozy RPGs, exploration games and fantasy worlds.The collection covers four categories:• Interaction: footsteps, doors, sword swings, coins, pickups, chests, and more.• Ambient: birds, animals, insects, campfires, water, and foliage.• Weather: rain, thunder, wind, icy surfaces, snowy interactions, and wet footsteps.• UI: clicks, confirmations, notifications, quest feedback, achievements, and menu transitions.Explore the sounds in an included demo scene with category selection, volume and pitch controls, looping, and individual sound previews.Use the WAV files directly in your own audio setup, or refer to the included playback scripts. Offline documentation explains setup, demo controls, and script usage.The demo has been tested with the Built-in Render Pipeline and URP in Unity 6000.2.14f1.Includes Pixel Operator font files under CC0 1.0; see Third-Party Notices.txt and the accompanying font license.• Four SFX categories: Interaction, Ambient, Weather, and UI.• Interactive demo organized into 24 sound buttons per category.• Lossless PCM WAV audio.• Sample rates: 44.1 kHz and 48 kHz.• Bit depths: 8-bit and 16-bit, depending on the source asset.• Mono and stereo files.• One-shot effects and repeating ambience; not every file is a seamless loop.• Preview controls: volume, pitch, loop, stop, and background music.• Unity version tested: 6000.2.14f1.• Demo render pipelines tested: Built-in and URP. HDRP not tested.• Audio playback is render-pipeline independent.• Demo dependencies: Unity UI and TextMesh Pro with Essential Resources.• Offline RTF documentation included.Some sound effects were created with AI-assisted procedural synthesis using generated noise, oscillators, resonances, and designed envelopes. Other effects were edited from my own self-recorded sounds in Audacity. No third-party sample libraries were used for the newly synthesized effects.




