Warden/Sounds: Difference between revisions

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== Weapon ==
== Weapon ==
{| class="wikitable mw-collapsible"
Audio plays on Warden when shooting.
!Context
{| class="wikitable"
!Notes
!Audio
|-
|-
| rowspan="5" |Firing
|Shooting 1
|
|[[File:Warden weapon fire 01.mp3|frameless]]
|[[File:Warden weapon fire 01.mp3|frameless]]
|-
|-
|
|Shooting 2
|[[File:Warden weapon fire 02.mp3|frameless]]
|[[File:Warden weapon fire 02.mp3|frameless]]
|-
|-
|
|Shooting 3
|[[File:Warden weapon fire 03.mp3|frameless]]
|[[File:Warden weapon fire 03.mp3|frameless]]
|-
|-
|
|Shooting 4
|[[File:Warden weapon fire 04.mp3|frameless]]
|[[File:Warden weapon fire 04.mp3|frameless]]
|-
|-
|
|Shooting 5
|[[File:Warden weapon fire 05.mp3|frameless]]
|[[File:Warden weapon fire 05.mp3|frameless]]
|}
Audio plays when Warden scopes/zooms in with his weapon.
{| class="wikitable"
|-
|-
|Zoom in
|Zoom in
|
|[[File:Warden zoomin.mp3|frameless]]
|[[File:Warden zoomin.mp3|frameless]]
|}
Audio plays when Warden unscopes/zooms out with his weapon.
{| class="wikitable"
|-
|-
|Zoom out
|Zoom out
|
|[[File:Warden zoomout.mp3|frameless]]
|[[File:Warden zoomout.mp3|frameless]]
|}
|}


== Movement ==
== Movement ==
{| class="wikitable mw-collapsible"
Unique audio that plays during Warden's walk cycle.
!Context
{| class="wikitable"
!Notes
!Audio
|-
|-
| rowspan="15" |Footsteps
|Footstep 1
|
|[[File:Warden step 01.mp3|frameless]]
|[[File:Warden step 01.mp3|frameless]]
|-
|-
|
|Footstep 2
|[[File:Warden step 02.mp3|frameless]]
|[[File:Warden step 02.mp3|frameless]]
|-
|-
|
|Footstep 3
|[[File:Warden step 03.mp3|frameless]]
|[[File:Warden step 03.mp3|frameless]]
|-
|-
|
|Footstep 4
|[[File:Warden step 04.mp3|frameless]]
|[[File:Warden step 04.mp3|frameless]]
|-
|-
|
|Footstep 5
|[[File:Warden step 05.mp3|frameless]]
|[[File:Warden step 05.mp3|frameless]]
|-
|-
|
|Footstep 6
|[[File:Warden step 06.mp3|frameless]]
|[[File:Warden step 06.mp3|frameless]]
|-
|-
|
|Footstep 7
|[[File:Warden step 07.mp3|frameless]]
|[[File:Warden step 07.mp3|frameless]]
|-
|-
|
|Footstep 8
|[[File:Warden step 08.mp3|frameless]]
|[[File:Warden step 08.mp3|frameless]]
|-
|-
|
|Footstep 9
|[[File:Warden step 09.mp3|frameless]]
|[[File:Warden step 09.mp3|frameless]]
|-
|-
|
|Footstep 10
|[[File:Warden step 10.mp3|frameless]]
|[[File:Warden step 10.mp3|frameless]]
|-
|-
|
|Footstep 11
|[[File:Warden step 11.mp3|frameless]]
|[[File:Warden step 11.mp3|frameless]]
|-
|-
|
|Footstep 12
|[[File:Warden step 12.mp3|frameless]]
|[[File:Warden step 12.mp3|frameless]]
|-
|-
|
|Footstep 13
|[[File:Warden step 13.mp3|frameless]]
|[[File:Warden step 13.mp3|frameless]]
|-
|-
|
|Footstep 14
|[[File:Warden step 14.mp3|frameless]]
|[[File:Warden step 14.mp3|frameless]]
|-
|-
|
|Footstep 15
|[[File:Warden step 15.mp3|frameless]]
|[[File:Warden step 15.mp3|frameless]]
|}
|}
Line 87: Line 85:
== Abilities ==
== Abilities ==


=== {{AbilityIcon|Alchemical Flask}} ===
=== [[Warden#Abilities|Alchemical Flask]] [[File:Alchemical Flask.png|frameless|68x68px]] ===
{| class="wikitable mw-collapsible"
Audio that plays when throwing the flask.
!Context
{| class="wikitable"
!Notes
!Audio
|-
|-
|Cast
|Cast
|
|[[File:Warden a1 flask cast.mp3|frameless]]
|[[File:Warden a1 flask cast.mp3|frameless]]
|}
Audio that loops while the flask is airbourne.
{| class="wikitable"
|-
|-
|Airbourne
|Airbourne loop
|Loops
|[[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.
{| class="wikitable"
|-
|-
|Impact (glass)
|Impact (glass)
|
|[[File:Warden a1 flask impact.mp3|frameless]]
|[[File:Warden a1 flask impact.mp3|frameless]]
|-
|-
|Impact (splash)
|Impact (splash)
|
|[[File:Warden a1 flask debuff.mp3|frameless]]
|[[File:Warden a1 flask debuff.mp3|frameless]]
|}
|}


=== {{AbilityIcon|Willpower}} ===
=== [[Warden#Abilities|Willpower]] [[File:Willpower.png|frameless|64x64px]] ===
{| class="wikitable mw-collapsible"
Audio that plays when Willpower is activated. The in-game cast sound is made from 4 individual sound effects combined.
!Context
{| class="wikitable"
!Notes
!Audio
|-
|-
| rowspan="4" |Cast
|Cast 1
| rowspan="4" |All cast sounds are combined into one sound.
|[[File:High alert cast lyr1.mp3|frameless]]
|[[File:High alert cast lyr1.mp3|frameless]]
|-
|-
|Cast 2
|[[File:High alert cast lyr2.mp3|frameless]]
|[[File:High alert cast lyr2.mp3|frameless]]
|-
|-
|Cast 3
|[[File:High alert cast lyr3.mp3|frameless]]
|[[File:High alert cast lyr3.mp3|frameless]]
|-
|-
|Cast 4
|[[File:High alert cast lyr4.mp3|frameless]]
|[[File:High alert cast lyr4.mp3|frameless]]
|-
|-
|Cast (audio combined)
|Cast (audio combined)
|
|[[File:Warden high alert cast 01.mp3|frameless]]
|[[File:Warden high alert cast 01.mp3|frameless]]
|}
Looped audio that plays while Willpower is active.
{| class="wikitable"
|-
|-
|Active
|Active
|Loops
|[[File:High alert cast lp.mp3|frameless]]
|[[File:High alert cast lp.mp3|frameless]]
|}
Audio that plays once Willpower's duration ends.
{| class="wikitable"
|-
|-
|Ends
|Ends
|
|[[File:High alert end.mp3|frameless]]
|[[File:High alert end.mp3|frameless]]
|}
|}


=== {{AbilityIcon|Binding Word}} ===
=== [[Warden#Abilities|Binding Word]] [[File:Binding Word.png|frameless|64x64px]] ===
{| class="wikitable mw-collapsible"
"Confirm Cast" plays when Warden is selecting a target for Binding Word. This does not play in-game if Binding Word is set to "Quick Cast".
!Context
{| class="wikitable"
!Notes
!Audio
|-
|-
|Confirm Cast
|Confirm Cast
|
|[[File:Lockdown ui.mp3|frameless]]
|[[File:Lockdown ui.mp3|frameless]]
|}
Cast plays once Warden selects a target for Binding Word.
{| class="wikitable"
|-
|-
|Cast
|Cast
|
|[[File:Lockdown cast.mp3|frameless]]
|[[File:Lockdown cast.mp3|frameless]]
|}
Audio plays during the escape time before Binding Word's impact. Escaping Binding Word's radius stops the audio.
{| class="wikitable"
|-
|-
|Urgent
|Urgent
|
|[[File:Lockdown foley.mp3|frameless]]
|[[File:Lockdown foley.mp3|frameless]]
|}
Audio plays when Binding Word activates.
{| class="wikitable"
|-
|-
|Impact
|Impact
|
|[[File:Lockdown impact.mp3|frameless]]
|[[File:Lockdown impact.mp3|frameless]]
|}
|}


=== {{AbilityIcon|Last Stand}} ===
=== [[Warden#Abilities|Last Stand]] [[File:Last Stand.png|frameless|64x64px]] ===
{| class="wikitable mw-collapsible"
Audio that plays during Last Stand's channel. The in-game channel sound is made from two individual sound effects combined.
!Context
{| class="wikitable"
!Notes
|Channel 1
!Audio
|-
| rowspan="2" |Channel
| rowspan="2" |All cast sounds are combined into one sound.
|[[File:Riot protocol precast lyr1.mp3|frameless]]
|[[File:Riot protocol precast lyr1.mp3|frameless]]
|-
|-
|Channel 2
|[[File:Riot protocol precast lyr2.mp3|frameless]]
|[[File:Riot protocol precast lyr2.mp3|frameless]]
|-
|-
|Channel (audio combined)
|Channel (Audio combined)
|
|[[File:Warden a4 riot protocol precast 01.mp3|frameless]]
|[[File:Warden a4 riot protocol precast 01.mp3|frameless]]
|}
Audio that plays once Last Stand finishes channelling.
{| class="wikitable"
|-
|-
|Cast
|Cast
|Plays after the channel ends
|[[File:Riot protocol cast.mp3|frameless]]
|[[File:Riot protocol cast.mp3|frameless]]
|}
Audio that loops while Last Stand is active.
{| class="wikitable"
|-
|-
|Active channelling
|Channelled Loop
|Loops
|[[File:Riot protocol lp.mp3|frameless]]
|[[File:Riot protocol lp.mp3|frameless]]
|}
|}

Revision as of 17:39, 5 July 2025

List of sound effects for Warden.

Weapon

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

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

Abilities

Audio that plays when throwing the flask.

Cast

Audio that loops while the flask is airbourne.

Airbourne loop

Audio plays once Alchemical Flask hits a solid object/wall. Both impact sounds play at the same time.

Impact (glass)
Impact (splash)

Audio that plays when Willpower is activated. The in-game cast sound is made from 4 individual sound effects combined.

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

Looped audio that plays while Willpower is active.

Active

Audio that plays once Willpower's duration ends.

Ends

"Confirm Cast" plays when Warden is selecting a target for Binding Word. This does not play in-game if Binding Word is set to "Quick Cast".

Confirm Cast

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 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