Warden/Sounds: Difference between revisions

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{| class="wikitable"
{| class="wikitable"
|-
|-
|Cast
|Cast 01
|[[File:Warden a1 flask cast.mp3|frameless]]
|[[File:Warden flask cast 01.mp3]]
|-
|Cast 02
|[[File:Warden flask cast 02.mp3]]
|-
|Cast 03
|[[File:Warden flask cast 03.mp3]]
|}
|}
'''Audio that loops while the flask is airbourne.'''
'''Audio that loops while the flask is airbourne.'''
Line 175: Line 181:
|[[File:Warden a1 flask proj lp.mp3|frameless]]
|[[File:Warden a1 flask proj lp.mp3|frameless]]
|}
|}
'''Audio plays once Alchemical Flask hits a solid object/wall. Both impact sounds play at the same time.'''
'''Audio plays when Alchemical Flask hits a wall.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
|Impact (glass)
|Impact 01
|[[File:Warden a1 flask impact.mp3|frameless]]
|[[File:Warden flask impact 01.mp3]]
|-
|Impact 02
|[[File:Warden flask impact 02.mp3]]
|-
|-
|Impact (splash)
|Impact 03
|[[File:Warden a1 flask debuff.mp3|frameless]]
|[[File:Warden flask impact 03.mp3]]
|}
|}
 
'''Audio plays when Alchemical Flask hits an enemy.'''
=== {{AbilityIcon|Willpower}} ===
'''Audio that plays when Willpower is activated. The in-game cast sound is made from 4 individual sound effects combined.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
|Cast 1
|Hit 01
|[[File:High alert cast lyr1.mp3|frameless]]
|[[File:Warden flask hit 01.mp3]]
|-
|-
|Cast 2
|Hit 02
|[[File:High alert cast lyr2.mp3|frameless]]
|[[File:Warden flask hit 02.mp3]]
|-
|-
|Cast 3
|Hit 03
|[[File:High alert cast lyr3.mp3|frameless]]
|[[File:Warden flask hit 03.mp3]]
|}
 
=== {{AbilityIcon|Willpower}} ===
'''Audio that plays when Willpower is activated.'''
{| class="wikitable"
|-
|-
|Cast 4
|Cast
|[[File:High alert cast lyr4.mp3|frameless]]
|[[File:Warden willpower cast.mp3]]
|-
|Cast (audio combined)
|[[File:Warden high alert cast 01.mp3|frameless]]
|}
|}
'''Looped audio that plays while Willpower is active.'''
'''Looped audio that plays while Willpower is active.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
|Active
|Loop
|[[File:High alert cast lp.mp3|frameless]]
|[[File:Warden willpower lp.mp3]]
|}
|}
'''Audio that plays once Willpower's duration ends.'''
'''Audio that plays once Willpower's duration ends.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
|Ends
|Expire
|[[File:High alert end.mp3|frameless]]
|[[File:Warden willpower expire.mp3]]
|}
|}


=== {{AbilityIcon|Binding Word}} ===
=== {{AbilityIcon|Binding Word}} ===
'''"Confirm Cast" plays when Warden is selecting a target for Binding Word. <small>This does not play in-game if Binding Word is set to "Quick Cast".</small>'''
'''Audio plays when Warden is selecting/unselecting a target for Binding Word.'''
 
'''<small>This does not play in-game if Binding Word is set to "Quick Cast".</small>'''
{| class="wikitable"
{| class="wikitable"
|-
|-
|Confirm Cast
|Select
|[[File:Lockdown ui.mp3|frameless]]
|[[File:Warden binding word select.mp3]]
|-
|Unselect
|[[File:Warden binding word unselect.mp3]]
|}
|}
'''Cast plays once Warden selects a target for Binding Word.'''
'''Cast plays once Warden selects a target for Binding Word.'''
Line 242: Line 256:
|[[File:Lockdown impact.mp3|frameless]]
|[[File:Lockdown impact.mp3|frameless]]
|}
|}
 
Audio plays if the target escapes Binding Word's radius.
{| class="wikitable"
|-
|Expire 01
|[[File:Warden binding word expire 01.mp3]]
|-
|Expire 02
|[[File:Warden binding word expire 02.mp3]]
|-
|Expire 03
|[[File:Warden binding word expire 03.mp3]]
|}
=== {{AbilityIcon|Last Stand}} ===
=== {{AbilityIcon|Last Stand}} ===
'''Audio that plays during Last Stand's channel. The in-game channel sound is made from two individual sound effects combined.'''
'''Audio that plays during Last Stand's channel. The in-game channel sound is made from two individual sound effects combined.'''
Line 256: Line 281:
|}
|}
'''Audio that plays once Last Stand finishes channelling.'''
'''Audio that plays once Last Stand finishes channelling.'''
{| class="wikitable"
|-
|Cast
|[[File:Warden last stand cast.mp3]]
|}
'''Audio that loops while Last Stand is active.'''
{| class="wikitable"
|-
|Channelled Loop
|[[File:Riot protocol lp.mp3]]
|}
'''Audio plays when an enemy is hit by Last Stand.'''
{| class="wikitable"
|-
|Hit 01
|[[File:Warden last stand hit 01.mp3]]
|-
|Hit 02
|[[File:Warden last stand hit 02.mp3]]
|-
|Hit 03
|[[File:Warden last stand hit 03.mp3]]
|-
|Hit 04
|[[File:Warden last stand hit 04.mp3]]
|-
|Hit 05
|[[File:Warden last stand hit 05.mp3]]
|-
|Hit 06
|[[File:Warden last stand hit 06.mp3]]
|}
'''Audio that plays once Last Stand's duration ends.'''
{| class="wikitable"
|-
|Expire
|[[File:Warden last stand expire.mp3]]
|}
== Emotes ==
'''''Warden's voice lines that play in specific situations.'''''
=== Efforts ===
'''Audio plays for generic efforts (such as jumping or ledge mantling.)'''
{| class="wikitable"
|Effort 01
|[[File:Warden efforts 01.mp3]]
|-
|Effort 02
|[[File:Warden efforts 02.mp3]]
|-
|Effort 03
|[[File:Warden efforts 03.mp3]]
|-
|Effort 04
|[[File:Warden efforts 04.mp3]]
|-
|Effort 05
|[[File:Warden efforts 05.mp3]]
|-
|Effort 06
|[[File:Warden efforts 06.mp3]]
|-
|Effort 07
|[[File:Warden efforts 07.mp3]]
|}
'''Audio plays when dashing.'''
{| class="wikitable"
|Dash 01
|[[File:Warden effort dash 01.mp3]]
|-
|Dash 02
|[[File:Warden effort dash 02.mp3]]
|-
|Dash 03
|[[File:Warden effort dash 03.mp3]]
|-
|Dash 04
|[[File:Warden effort dash 04.mp3]]
|-
|Dash 05
|[[File:Warden effort dash 05.mp3]]
|-
|Dash 06
|[[File:Warden effort dash 06.mp3]]
|-
|Dash 07
|[[File:Warden effort dash 07.mp3]]
|-
|Dash 08
|[[File:Warden effort dash 08.mp3]]
|-
|Dash 09
|[[File:Warden effort dash 09.mp3]]
|}
'''Audio plays during melee''' '''attacks. These lines are currently unused.'''
{| class="wikitable"
|Melee 01
|[[File:Warden melee efforts 01.mp3]]
|-
|Melee 02
|[[File:Warden melee efforts 02.mp3]]
|-
|Melee 03
|[[File:Warden melee efforts 03.mp3]]
|-
|Melee 04
|[[File:Warden melee efforts 04.mp3]]
|-
|Melee 05
|[[File:Warden melee efforts 05.mp3]]
|-
|Melee 06
|[[File:Warden melee efforts 06.mp3]]
|-
|Melee 07
|[[File:Warden melee efforts 07.mp3]]
|}
=== Pain ===
'''Audio sometimes plays when taking a small amount of damage.'''
{| class="wikitable"
|Small Pain 01
|[[File:Warden pain small 01.mp3]]
|-
|Small Pain 02
|[[File:Warden pain small 02.mp3]]
|-
|Small Pain 03
|[[File:Warden pain small 03.mp3]]
|-
|Small Pain 04
|[[File:Warden pain small 04.mp3]]
|-
|Small Pain 05
|[[File:Warden pain small 05.mp3]]
|-
|Small Pain 06
|[[File:Warden pain small 06.mp3]]
|-
|Small Pain 07
|[[File:Warden pain small 07.mp3]]
|}
'''Audio sometimes plays when taking a large amount of damage.'''
{| class="wikitable"
|Big Pain 01
|[[File:Warden pain big 01.mp3]]
|-
|Big Pain 02
|[[File:Warden pain big 02.mp3]]
|-
|Big Pain 03
|[[File:Warden pain big 03.mp3]]
|-
|Big Pain 04
|[[File:Warden pain big 04.mp3]]
|-
|Big Pain 05
|[[File:Warden pain big 05.mp3]]
|-
|Big Pain 06
|[[File:Warden pain big 06.mp3]]
|}
'''Audio plays when''' '''Warden is killed.'''
{| class="wikitable"
|Death 01
|[[File:Warden pain death 01.mp3]]
|-
|Death 02
|[[File:Warden pain death 02.mp3]]
|-
|Death 03
|[[File:Warden pain death 03.mp3]]
|-
|Death 04
|[[File:Warden pain death 04.mp3]]
|-
|Death 05
|[[File:Warden pain death 05.mp3]]
|-
|Death 06
|[[File:Warden pain death 06.mp3]]
|}
'''Audio plays when hurt by "Akira Laser". These lines are currently unused.'''
{| class="wikitable"
|Scream 01
|[[File:Warden pain akira laser 01.mp3]]
|-
|Scream 02
|[[File:Warden pain akira laser 02.mp3]]
|-
|Scream 03
|[[File:Warden pain akira laser 03.mp3]]
|}
== Removed Sound Effects ==
=== {{AbilityIcon|Alchemical Flask}} ===
'''Audio that played when throwing the flask.'''
{| class="wikitable"
|-
|Cast
|[[File:Warden a1 flask cast.mp3|frameless]]
|}
'''Audio that looped while the flask is airbourne.'''
{| class="wikitable"
|-
|Airbourne loop
|[[File:Warden a1 flask proj lp.mp3|frameless]]
|}
Audio played when the flask hit an enemy.
{| class="wikitable"
|-
|Impact (glass)
|[[File:Warden a1 flask impact.mp3|frameless]]
|-
|Impact (splash)
|[[File:Warden a1 flask debuff.mp3|frameless]]
|}
=== {{AbilityIcon|Willpower}} ===
'''Audio that played when Willpower was activated. The cast sound was made from 4 individual sound effects combined.'''
{| class="wikitable"
|-
|Cast 1
|[[File:High alert cast lyr1.mp3|frameless]]
|-
|Cast 2
|[[File:High alert cast lyr2.mp3|frameless]]
|-
|Cast 3
|[[File:High alert cast lyr3.mp3|frameless]]
|-
|Cast 4
|[[File:High alert cast lyr4.mp3|frameless]]
|-
|Cast (audio combined)
|[[File:Warden high alert cast 01.mp3|frameless]]
|}
'''Looped audio that played while Willpower was active.'''
{| class="wikitable"
|-
|Active
|[[File:High alert cast lp.mp3|frameless]]
|}
'''Audio played once Willpower's duration ended.'''
{| class="wikitable"
|-
|Ends
|[[File:High alert end.mp3|frameless]]
|}
=== {{AbilityIcon|Binding Word}} ===
'''"Confirm Cast" played when Warden was selecting a target for Binding Word.'''
{| class="wikitable"
|-
|Confirm Cast
|[[File:Lockdown ui.mp3|frameless]]
|}
=== {{AbilityIcon|Last Stand}} ===
'''Audio that played when Last Stand finished channelling.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 261: Line 547:
|[[File:Riot protocol cast.mp3|frameless]]
|[[File:Riot protocol cast.mp3|frameless]]
|}
|}
'''Audio that loops while Last Stand is active.'''
'''Audio that looped while Last Stand was active.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 267: Line 553:
|[[File:Riot protocol lp.mp3|frameless]]
|[[File:Riot protocol lp.mp3|frameless]]
|}
|}
{{Sounds navbox}}
{{Sounds navbox}}
[[Category:Sounds]]
 
[[Category:Warden]]
[[Category:Warden|S]]

Latest revision as of 18:29, 25 August 2026

List of sound effects for Warden.

Weapon

[edit | edit source]

Audio plays on Warden when shooting.

Shooting 1
Shooting 2
Shooting 3
Shooting 4
Shooting 5

Audio plays when Warden scopes/zooms in with his weapon.

Zoom in

Audio plays when Warden unscopes/zooms out with his weapon.

Zoom out

Movement

[edit | edit source]

Unique audio that plays during Warden's walk cycle.

Footstep 1
Footstep 2
Footstep 3
Footstep 4
Footstep 5
Footstep 6
Footstep 7
Footstep 8
Footstep 9
Footstep 10
Footstep 11
Footstep 12
Footstep 13
Footstep 14
Footstep 15

Warden's clothes and equipment can be heard moving while Warden is walking.

Foley 1
Foley 2
Foley 3
Foley 4
Foley 5
Foley 6
Foley 7
Foley 8
Foley 9
Foley 10
Foley 11
Foley 12
Foley 13
Foley 14
Foley 15

Audio that plays when Warden lands after falling.

Landing 1
Landing 2
Landing 3
Landing 4
Landing 5
Landing 6
Landing 7
Landing 8
Landing 9

Abilities

[edit | edit source]

Audio that plays when throwing the flask.

Cast 01
Cast 02
Cast 03

Audio that loops while the flask is airbourne.

Airbourne loop

Audio plays when Alchemical Flask hits a wall.

Impact 01
Impact 02
Impact 03

Audio plays when Alchemical Flask hits an enemy.

Hit 01
Hit 02
Hit 03

Audio that plays when Willpower is activated.

Cast

Looped audio that plays while Willpower is active.

Loop

Audio that plays once Willpower's duration ends.

Expire

Audio plays when Warden is selecting/unselecting a target for Binding Word.

This does not play in-game if Binding Word is set to "Quick Cast".

Select
Unselect

Cast plays once Warden selects a target for Binding Word.

Cast

Audio plays during the escape time before Binding Word's impact. Escaping Binding Word's radius stops the audio.

Urgent

Audio plays when Binding Word activates.

Impact

Audio plays if the target escapes Binding Word's radius.

Expire 01
Expire 02
Expire 03

Audio that plays during Last Stand's channel. The in-game channel sound is made from two individual sound effects combined.

Channel 1
Channel 2
Channel (Audio combined)

Audio that plays once Last Stand finishes channelling.

Cast

Audio that loops while Last Stand is active.

Channelled Loop

Audio plays when an enemy is hit by Last Stand.

Hit 01
Hit 02
Hit 03
Hit 04
Hit 05
Hit 06

Audio that plays once Last Stand's duration ends.

Expire

Emotes

[edit | edit source]

Warden's voice lines that play in specific situations.

Efforts

[edit | edit source]

Audio plays for generic efforts (such as jumping or ledge mantling.)

Effort 01
Effort 02
Effort 03
Effort 04
Effort 05
Effort 06
Effort 07

Audio plays when dashing.

Dash 01
Dash 02
Dash 03
Dash 04
Dash 05
Dash 06
Dash 07
Dash 08
Dash 09

Audio plays during melee attacks. These lines are currently unused.

Melee 01
Melee 02
Melee 03
Melee 04
Melee 05
Melee 06
Melee 07

Audio sometimes plays when taking a small amount of damage.

Small Pain 01
Small Pain 02
Small Pain 03
Small Pain 04
Small Pain 05
Small Pain 06
Small Pain 07

Audio sometimes plays when taking a large amount of damage.

Big Pain 01
Big Pain 02
Big Pain 03
Big Pain 04
Big Pain 05
Big Pain 06

Audio plays when Warden is killed.

Death 01
Death 02
Death 03
Death 04
Death 05
Death 06

Audio plays when hurt by "Akira Laser". These lines are currently unused.

Scream 01
Scream 02
Scream 03

Removed Sound Effects

[edit | edit source]

Audio that played when throwing the flask.

Cast

Audio that looped while the flask is airbourne.

Airbourne loop

Audio played when the flask hit an enemy.

Impact (glass)
Impact (splash)

Audio that played when Willpower was activated. The cast sound was made from 4 individual sound effects combined.

Cast 1
Cast 2
Cast 3
Cast 4
Cast (audio combined)

Looped audio that played while Willpower was active.

Active

Audio played once Willpower's duration ended.

Ends

"Confirm Cast" played when Warden was selecting a target for Binding Word.

Confirm Cast

Audio that played when Last Stand finished channelling.

Cast

Audio that looped while Last Stand was active.

Channelled Loop