Warden/Sounds: Difference between revisions

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Added Movement Sounds
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== Weapon ==
== Weapon ==
Audio plays on Warden when shooting.
'''Audio plays on Warden when shooting.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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|[[File:Warden weapon fire 05.mp3|frameless]]
|[[File:Warden weapon fire 05.mp3|frameless]]
|}
|}
Audio plays when Warden scopes/zooms in with his weapon.
'''Audio plays when Warden scopes/zooms in with his weapon.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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|[[File:Warden zoomin.mp3|frameless]]
|[[File:Warden zoomin.mp3|frameless]]
|}
|}
Audio plays when Warden unscopes/zooms out with his weapon.
'''Audio plays when Warden unscopes/zooms out with his weapon.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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== Movement ==
== Movement ==
Unique audio that plays during Warden's walk cycle.
'''Unique audio that plays during Warden's walk cycle.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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|Footstep 15
|Footstep 15
|[[File:Warden step 15.mp3|frameless]]
|[[File:Warden step 15.mp3|frameless]]
|}
'''Warden's clothes and equipment can be heard moving while Warden is walking.'''
{| class="wikitable"
|Foley 1
|[[File:Warden movement foley short 01.mp3|frameless]]
|-
|Foley 2
|[[File:Warden movement foley short 02.mp3|frameless]]
|-
|Foley 3
|[[File:Warden movement foley short 03.mp3|frameless]]
|-
|Foley 4
|[[File:Warden movement foley short 04.mp3|frameless]]
|-
|Foley 5
|[[File:Warden movement foley short 05.mp3|frameless]]
|-
|Foley 6
|[[File:Warden movement foley short 06.mp3|frameless]]
|-
|Foley 7
|[[File:Warden movement foley short 07.mp3|frameless]]
|-
|Foley 8
|[[File:Warden movement foley short 08.mp3|frameless]]
|-
|Foley 9
|[[File:Warden movement foley short 09.mp3|frameless]]
|-
|Foley 10
|[[File:Warden movement foley short 10.mp3|frameless]]
|-
|Foley 11
|[[File:Warden movement foley short 11.mp3|frameless]]
|-
|Foley 12
|[[File:Warden movement foley short 12.mp3|frameless]]
|-
|Foley 13
|[[File:Warden movement foley short 13.mp3|frameless]]
|-
|Foley 14
|[[File:Warden movement foley short 14.mp3|frameless]]
|-
|Foley 15
|[[File:Warden movement foley short 15.mp3|frameless]]
|}
'''Audio that plays when Warden lands after falling.'''
{| class="wikitable"
|Landing 1
|[[File:Warden jump land 01.mp3|frameless]]
|-
|Landing 2
|[[File:Warden jump land 02.mp3|frameless]]
|-
|Landing 3
|[[File:Warden jump land 03.mp3|frameless]]
|-
|Landing 4
|[[File:Warden jump land 04.mp3|frameless]]
|-
|Landing 5
|[[File:Warden jump land 05.mp3|frameless]]
|-
|Landing 6
|[[File:Warden jump land 06.mp3|frameless]]
|-
|Landing 7
|[[File:Warden jump land 07.mp3|frameless]]
|-
|Landing 8
|[[File:Warden jump land 08.mp3|frameless]]
|-
|Landing 9
|[[File:Warden jump land 09.mp3|frameless]]
|}
|}


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=== {{AbilityIcon|Alchemical Flask}} ===
=== {{AbilityIcon|Alchemical Flask}} ===
Audio that plays when throwing the flask.
'''Audio that plays when throwing the flask.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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|[[File:Warden a1 flask cast.mp3|frameless]]
|[[File:Warden a1 flask cast.mp3|frameless]]
|}
|}
Audio that loops while the flask is airbourne.
'''Audio that loops while the flask is airbourne.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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|[[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 once Alchemical Flask hits a solid object/wall. Both impact sounds play at the same time.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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=== {{AbilityIcon|Willpower}} ===
=== {{AbilityIcon|Willpower}} ===
Audio that plays when Willpower is activated. The in-game cast sound is made from 4 individual sound effects combined.
'''Audio that plays when Willpower is activated. The in-game cast sound is made from 4 individual sound effects combined.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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|[[File:Warden high alert cast 01.mp3|frameless]]
|[[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"
|-
|-
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|[[File:High alert cast lp.mp3|frameless]]
|[[File:High alert cast lp.mp3|frameless]]
|}
|}
Audio that plays once Willpower's duration ends.
'''Audio that plays once Willpower's duration ends.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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=== {{AbilityIcon|Binding Word}} ===
=== {{AbilityIcon|Binding Word}} ===
"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" 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>'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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|[[File:Lockdown ui.mp3|frameless]]
|[[File:Lockdown ui.mp3|frameless]]
|}
|}
Cast plays once Warden selects a target for Binding Word.
'''Cast plays once Warden selects a target for Binding Word.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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|[[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.
'''Audio plays during the escape time before Binding Word's impact. Escaping Binding Word's radius stops the audio.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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|[[File:Lockdown foley.mp3|frameless]]
|[[File:Lockdown foley.mp3|frameless]]
|}
|}
Audio plays when Binding Word activates.
'''Audio plays when Binding Word activates.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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=== {{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.'''
{| class="wikitable"
{| class="wikitable"
|Channel 1
|Channel 1
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|[[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.
'''Audio that plays once Last Stand finishes channelling.'''
{| class="wikitable"
{| class="wikitable"
|-
|-
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|[[File:Riot protocol cast.mp3|frameless]]
|[[File:Riot protocol cast.mp3|frameless]]
|}
|}
Audio that loops while Last Stand is active.
'''Audio that loops while Last Stand is active.'''
{| class="wikitable"
{| class="wikitable"
|-
|-

Revision as of 17:37, 9 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

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

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