Warden/Sounds

Revision as of 10:19, 10 May 2026 by Mr. Mindish (talk | contribs) (Updated ability sounds)

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 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

Warden's voice lines that play in specific situations.

Efforts

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

Pain

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

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