Warden/Sounds: Difference between revisionsGive feedback
Mr. Mindish (talk | contribs) Added Movement Sounds |
No edit summary |
||
| Line 1: | Line 1: | ||
{{HeroTabs}} | |||
List of sound effects for '''Warden'''. | List of sound effects for '''Warden'''. | ||
Revision as of 19:36, 25 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 |