Sound Pool
| Sound | Description |
|---|---|
| Alert | Blip/surprise sound (similar to metal gear solid exclamation mark sound). ~0.5 second long, played once. |
| Beep Beep | Two short, high pitched beeping sounds in quick succession - like a timebomb. ~0.5s, played once. |
| Bottle Pop | A pop like opening one of those tubes of M&Ms. ~0.25s, played once. |
| Bubbling | Bubbles bubbling from a goopy liquid. ~0.75s. |
| Button Click | Tactile button pressing. ~0.5sec long, expect to be played once. |
| Buzzing (L) | An even more intense electrical buzzing sound, ~1s. |
| Buzzing (M) | A more intense electrical buzzing sound, ~0.75s. |
| Buzzing (S) | An electrical buzzing sound, ~0.5s. (This is intended to sound like a mix between electric humming and bees buzzing, for Keeper’s swarm — but feel free to use for other abilities as well.) |
| Cat Hiss | A cat hissing sound, compressed to all hell so it sounds like it’s coming out of a shitty speaker. ~1s. |
| Cat Meow | A cat meowing sound, compressed to all hell so it sounds like it’s coming out of a shitty speaker. Please make a few variations of this one that are played at random. ~1s. |
| Cat Yelp | A cat yelling aggressively, like someone stepped on its tail — compressed to all hell so it sounds like it’s coming out of a shitty speaker. ~1s. |
| Cha Ching | A Cha Ching money sound, like an old school cash register. ~0.25s. |
| Cha Chong | Similar to above, but lower and slowly trails off. ~0.5s. |
| Chiming | High pitch chiming sound. ~0.5sec long, maybe played multiple times. |
| Chunky Hit | A chunkier, more satisfying hit sound, ~0.5s. |
| Clock Tick | Ticking sound from a clock. ~0.5 second long, played once. |
| Cracking | Harsh, cracking sound like a branch being broken, but deeper. ~0.25s, played once. |
| Crank | Mechanical crank winding up sound. ~0.5 second long, played once. |
| Critical Hit | An incredibly satisfying hit sound, ~0.75s (reference splatoon blaster direct sound). |
| Ding Ding | A bell ringing shortly twice, like at the start of a fight. ~0.5s, played once. |
| Electric Field | Cracking sound of electricity followed by humming. ~0.5 second long, played once. |
| Electric Surge | A rising tone with crackling in the background. ~0.5s, played once. |
| Electric Sword | Lightsaber swinging in one direction. ~0.5 second long, played once. |
| Electricity Crackle | Static electricity. ~0.5 second long, played once. |
| Engine Revving Up | Engine pumping/moving exponentially fast. ~0.5 second long, played once. |
| Explosion (L) | Nuke exploding. ~1.25sec long, maybe played multiple times in a row. |
| Explosion (M) | Missile exploding. ~0.75sec long, expect to be played multiple times in a row. |
| Explosion (S) | Explosion from TNT/grenade. ~0.5sec long, maybe played multiple times in a row. |
| Finger Snap | Someone snapping their fingers. It should sound like a human snapping their fingers, but add a tiny bit of metal scrape in there. |
| Fire | Fire crackling like a campfire. ~0.5 second long, played once. |
| Flame | A large roaring fire (No crackling sounds from campfire). ~0.5s repeatable. |
| Footstep (L) | A heavy footstep on concrete. ~0.5s. |
| Gunfire (L) | A shot from a sniper rifle. ~0.5sec long, expect to be played multiple times in a row. |
| Gunfire (M) | A shot from an assault rifle. ~0.5sec long, expect to be played multiple times in a row. |
| Gunfire (S) | A shot from a pistol. ~0.5sec long, expect to be played multiple times in a row. |
| Heal | A loud strike of an anvil, followed by metallic sparkling - 0.3s - 1.5s. Duration depends on healing amount. |
| Heartbeat | A rapidly beating heart. ~0.5s long can be played multiple times in a row. |
| Hissing | A hissing sound from steam escaping that lowers in volume over time. ~1.0s played once. |
| Hit | Generic hit sound, ~0.2s (reference splatoon splattershot damage sound). |
| Holy | Radiant energy. ~0.5 seconds long. |
| Jet Noise | Jet engine moving. ~0.5 seconds long, expected to loop. |
| Laugh | Someone cackling into the mic. ~0.5s. |
| LBB | Metal landing on the ground, followed by a series of beeps and boops. ~1s. |
| Lightning Strike | Low hum with a loud, thunder crack and zapping. ~0.5s, repeatable. |
| Menu Closing | Smooth scifi sliding in where the pitch goes down. ~0.5sec long, expect to be played once. |
| Menu Opening | Smooth scifi sliding out where the pitch goes up. ~0.5sec long, expect to be played once. |
| Metal Destruction | The sound of a metal box exploding into pieces. ~0.75s. |
| Metal Hit (Hard) | Metal being hit by a hammer/large object. ~0.5sec long, can be played multiple times in a row. |
| Metal Hit (Soft) | Two metal pipes striking each other. ~0.5sec long, can be played multiple times in a row. |
| Metal Pipe Falling | The stock metal pipe falling sound from the internet. Literally just use that sound. |
| Metal Sharpening | A knife sharpening in one direction. ~0.5sec long, expect to be played multiple times in a row. |
| Metallic Ring | Low metallic ring sound. ~0.5 seconds long. |
| Pixelated Crumple | Pixelated (8-bit arcadey) sounds crumbling down. ~0.5 second long, played once. |
| Poof | A muffled explosion making a “poof” sound. ~0.5s. |
| Pulse (L) | The sound of futuristic cyberpunk energy pulsing out of an electronic device. ~1s. |
| Pulse (S) | The sound of futuristic cyberpunk energy pulsing out of an electronic device. ~0.5s. |
| Reload | A large rifle being reloaded. ~0.5s. |
| Retrigger | Tick tick - Really quickly like a key on a keyboard being double pressed. ~0.25s (Reference Clover Pit). |
| Revving | An engine revving sound, quickly revving up then revving back down after a bit. ~0.5s played once. |
| Rising Tone | A tone that increases in pitch over time. |
| Robot (L) | A robot moving its joints a great amount. ~0.75s. |
| Robot (M) | A robot moving its joints moderately. ~0.5s. |
| Robot (S) | A robot moving its joints slightly. ~0.25s. |
| Robot Shutting Down | Old Television turning off. ~0.5sec long, expect to be played once. |
| Rock Rumbling | The rumbling sound of a bunch of rocks falling. ~0.5s played once. |
| Shatter | Glass shattering sound, like someone dropped a glass bottle. ~0.75s. |
| Shove | Metal sliding on concrete. ~0.25s. |
| Slam (L) | A heavy slam into concrete ground with a heavy object (like a heavy hammer). ~0.75s. |
| Slam (M) | This sound like dropping a heavy object (like a box) onto the ground. ~0.5s. |
| Slime Landing | Squashing sounds like glue being shot. ~0.5 second long, played once regardless of the amount of stacks. |
| Slip | A cartoon slipping sound, like someone slipped on a banana. ~0.5s. |
| Slurp | Short, slurping sound, like you’re taking a sip of hot chocolate :) ~0.25s. |
| Sonar Scan | Scanner starting sound (not 100% sure but it’s techie scanning/analysising). ~0.5 seconds long. |
| Sound Crack (S) | Whip snap. ~0.5 seconds long. |
| Splash | Liquid being splashed onto the ground. ~0.5 seconds long. |
| Spotlight | The sound of a large spotlight turning on. ~0.3s. |
| Squirt | Sounds like a viscous goop splatter - like sunscreen from a cartoon. ~0.25s, played once. |
| Techy (L) | Same as Techy (S), but more frequent and lasting longer (like they’re hacking even harder). ~1s. |
| Techy (S) | Quick technological blips and boops like someone smart is operating a computer. ~0.75s. |
| Ting | A high pitched ting sound, like a coin being dropped on metal. ~0.25s, repeatable. |
| Track | Tanks wheels moving around. ~0.5 seconds long, expected to loop. |
| Vocaloid Yell (negative) | A vocaloid girl screeches with an aggressive tone. ~0.75s, should have a few variations. |
| Vocaloid Yell (positive) | A vocaloid girl yells with a cheery tone (as in, it’s cheering its teammates on). Multiple variations should be made, which are chosen randomly each time this event is called for. ~0.75s. |
| Vocaloid Yell (ultimate) | A vocaloid girl yells with extreme power like their life is on the line. ~2s. |
| Warhorn | A war horn being blown. ~1s. |
| Warp | Quick rising tone before ending low. ~0.5s, played once. |
| Whip | Whip swing around in a circle. ~0.5 seconds long, may loop. |
| Whistle Pop | A hissing sound that gets lower, and lower before going pop. ~0.5s, played once. |
| Woosh (L) | Super heavy, strong-sounding woosh (like swiping with a heavy weapon). ~0.75s. |
| Woosh (M) | Slower, heavier woosh than S (like swiping with a light weapon). ~0.5s. |
| Woosh (S) | Quick, wooshing noise (like swiping with a ruler). ~0.25s. |
Sound Sources
General
- Hurt: Hit - Played instantly
- Heal: Heal - Played instantly
- Critical Hit: Critical Hit - Played instantly
- Dying: Robot Shutting Down - Played instantly
- Menu Button Press: Button Click - Played instantly
- Menu Opening: Menu Opening - Played instantly
- Menu Closing: Menu Closing - Played instantly
- Shields: Metallic Ring - Played instantly when a unit gains shields
- Evading: Woosh (S) - Played whenever a unit dodges an attack because of their Evasion stat
- Pushed: Shove
- Money gain: Cha Ching
- Money spent: Cha Chong
- Enemy spawn mid battle: LBB
- Cover destroyed: Metal destruction
- Buffs
- Healing: Chiming - Played instantly when healed
- Damage Up: Metal Sharpen - Played instantly when applied
- Speed Up: Engine Speeding Up - Played instantly when applied
- Evade Up: Wind Passing - Played instantly when applied
- Health Regen: Cranking x 2 - Played instantly when applied
- Invisible: Electric sword - Played instantly when applied
- Supercharge: Crank - Played instantly when applied
- Barrier: Electric Field - Played instantly when applied
- Debuffs
- Burn: Fire Crackle - Played instantly when applied
- Shock: Electricity Crackle - Played instantly when applied and taking damage from moving
- Slow: Slime Landing - Played instantly when applied
- Expose: Alert - Played instantly when applied
- Volatiles: Splash - Played instantly when applied (exception when reaching X threshold)
- Volatile explosion: Explosion (S) - Played instantly when reaching X threshold
- Corrupt: Pixelated Crumple - Played instantly when applied
- Terminate: Clock Tick - Played instantly when applied and tick down (amount decreases)
Player Abilities
Bandit
- Assault Burst: Gunfire (M), played every time Bandit’s gun shoots a bullet.
- Grenade:
- Woosh (s), played when Bandit throws the grenade.
- Explosion (s), played when the grenade explodes.
- Shield Beacon: Crank, Metal hit (soft), played simultaneously when the beacon is placed.
- Purge Snipe:
- Beep beep, played on animation start.
- Revving: played when the ability’s effect is triggered.
- Mortar Strike:
- Gunfire (M), Poof, played simultaneously when the missile is launched.
- Hissing, played when the mortar starts falling on the next turn.
- Explosion (L), played when it explodes.
- Charge Slash:
- Woosh (S), played on animation start.
- Metal Hit (soft), played on hit.
Construct
- Bash: Robot (S), Woosh (S), played simultaneously when he attacks.
- Deploy Cover: Metal hit (soft), poof, played simultaneously when the cover is deployed.
- Mighty Shove:
- Robot (M), played when he winds up.
- Metal hit (L), played on hit.
- Ram:
- Robot (L), played when he winds up.
- Footstep (L), played on cell enter as he runs.
- Metal hit (L), played on collision.
- Safeguard: Robot (S), played on animation start.
- Ground Slam: Robot (L), Slam (L), played simultaneously on animations start.
Idol
- Pistol: Gunfire (S), played on every shot.
- Healing Harmony: Vocaloid Yell (positive), played on animation start.
- Warcry: Vocaloid Yell (positive), played on animation start.
- Inspire: Vocaloid Yell (positive), played on animation start.
- Screech: Vocaloid Yell (negative), played on animation start.
- Hyper Beam: Vocaloid Yell (ultimate), played on animation start.
Hacker
- Singe:
- Techy (S), while the cube spins.
- Finger snap, when he snaps fingers.
- Combust:
- Techy (L), while the cube spins.
- Pulse (S), when the burst of energy occurs.
- Cloak: Woosh (M), on animation start.
- Immolate:
- Techy (L), while the cube spins.
- Pulse (S), when the burst of energy occurs.
- System Crash:
- Techy (L), while the cube spins.
- Pulse (S), when the burst of energy occurs.
- Duplicate:
- Techy (S), while the cube spins.
- Finger snap, when he snaps fingers.
Keeper
- Kill: Buzzing (S), on swarm’s ability animation start.
- Sting: Buzzing (M), Woosh (S), simultaneously on swarm’s ability animation start.
- Recall:
- Buzzing (M), on swarm’s ability animation start.
- Warp, when the warp occurs.
- Coordinate: Buzzing (S), on swarm’s ability animation start.
- Sentry:
- Buzzing (S), on swarm’s ability animation start.
- Buzzing (S), Alert, Woosh (S), simultaneously when the counterattack is triggered.
- Recall Burst:
- Buzzing (L), on swarm’s ability animation start.
- Woosh, Warp, when the damage and warp occurs.
Neko
- Meowstake: Slip, Splash, simultaneously when the attack hits.
- Hissy Fit: Cat Hiss, on animation start.
- Purrfection: Cat Meow, on animation start.
- Fish Sticks: Cat Meow, on animation start.
- Catastrophe:
- Slip, on animation start.
- Shatter, Splash, simultaneously when the drinks hit the floor.
- TREATS!: Cat Yelp, on animation start.
Enemy Abilities
Goon
- Fire: Gunfire (M) - Played when gun fires.
Drill
- Bore Impact:
- Revving - Plays when attack winds up.
- Jet Noise - Plays when attack strikes forward.
- Tunneling:
- Revving - Plays when attack winds up.
- Jet Noise - Plays when attack strikes forward.
- Rock Rumbling - Plays when cover gets destroyed.
- Earthquake:
- Revving - Plays when attack winds up.
- Rock Rumbling - Plays when attack connects.
Grenadier
- Frag Grenade:
- Bottle Pop - Played when grenade gets fired.
- Explosion (S) - Played when the grenade explodes.
- Smoke Grenade:
- Bottle Pop - Played when grenade gets fired.
- Poof + Hissing - Played when smoke grenade explodes.
- Incendiary Grenade:
- Bottle Pop - Played when grenade gets fired.
- Fire - Played when fire grenade explodes.
- Stun Grenade:
- Bottle Pop - Played when grenade gets fired.
- Electricity Crackle - Played when stun grenade explodes.
Supporter
- Cleanse: Ting - Played when status effects are cleansed.
- Tuning: Electric Field - Played when generating buff.
- Repair: Electric Field - Played when generating heal.
- Overdrive: Electric Field - Played when generating buff.
Riot
- Baton: Woosh (M) - Played when Riot is swinging its baton down.
- Taunt: Metal Hit (Hard) x 2 - Played twice when Riot hits their shield.
- Up Close and Personal:
- Robot (L) + Hissing - Played when Riot is gaining power.
- Lighting Strike + Slam - Played when Riot slams their shield into the floor and shocks nearby units.
- Shield Bash:
- Robot (M) - Played when winding up attack.
- Metal Hit (Hard) - Played when Riot bashes the unit with their shield.
Sniper
- Sharpshoot: Gunfire (L) - Played when the sniper rifle gets fired.
- Overcharge: Reload - Played when rifle is reloading.
- Scout Drone:
- Techy (S) - Played when drone get summoned by Sniper.
- Sonar Scan - Played when drone scans area.
- Piercing Shot:
- Robot (L) + Techy (S) - Played when Sniper is preparing a powerful attack.
- Gunfire (L) + Pulse (L) - Played when sniper rifle gets fired.
Pyro
- Pyrophilic: Hissing + Chiming - Played when removing fire stack.
- Flame Thrower: Flame - Played while flame thrower is on.
- Thermite Blast: Explosion (S) - Played when grenade explodes.
- Ignition Charge: Glass + Flame - Played when molotov explodes.
Banshee
- Yell:
- Robot (M) - Plays as Banshee is winding up to push.
- Woosh (M) - Plays as Banshee pushes unit.
- Crowd Splitter:
- Techy (S) - Plays as Banshee is using their radio.
- Beep Beep - Plays when Banshee commands the attack.
- Pulse (S) - Plays right as the attack occurs.
- Spotlight:
- Techy (S) - Plays as Banshee is using their radio.
- Spotlight - Plays when area gets highlighted.
- Beep Beep - Plays when Banshee commands the attack.
- Pulse (S) - Plays right as the attack occurs.
- Final Call: Vocaloid Yell (Negative) - Plays when Banshee screams into mic.
Server
- SSH: Techy (L) - Played as it selects a unit.
Runner
- Strike:
- Plays supercharge general sound.
- Slam (M) x 3 - Plays after punching.
- Dash: Woosh (L) - Plays after dashing.
- Warming Up: Plays heal and evade up sounds.
- Chain Dashes:
- Engine Revving Up - Plays when charging.
- After plays dash sound x 3.
Technician
- Pistol: Gunfire (S) - Plays after firing gun.
- Spyware:
- Electric Surge - Played when with electric.
- General noise for Corrupt and Exposes are played.
- Trojan:
- Electric Surge - Played first with electric.
- General noise for Volatile are played.
- DDOS:
- Techy (L) - Played when bombadding with data.
- General noise for Volatile are played.
Summoner
- Interlinked: General sound for health regeneration is played when applied.
- Summon: Crank - Played when summoning unit.
- Quarantine:
- Electricity Crackle - Played when at start of attack.
- General sound for slow is played when applied.
Bomb
- Self Destruct: Explosion (M).
- Detonate: Beep Beep - Played when on start animation.
Spy
- Refraction Veil: Uses the same as general invisible.
- Double Stab: Woosh (M) x 2 - Played when jutting knife.
Boss Abilities
Machine
- Heavy Rounds: Gunfire (M) x 4 - Played after one another.
- Bombshell:
- Bottle Pop - When launching from mortar.
- Explosion (M) - Plays when projectile lands.
- FIRE Power: Cranking x 3 - Plays when turrets deploy.
- Battling RAM:
- Slam - plays when ram deploys.
- Track - Plays when ram moves.
- Polar Opposite: Electric Field - Plays instantly when shields appear.
Mecha (Ground)
- Sword Swing: Woosh (H) - Plays when swinging sword.
- Grand Slam:
- Woosh (M) - Plays when flying up.
- Slam (L) - Plays when landing.
- Extinction: Slam (L).
- Radiant Aura: Holy - Plays when casting.
- Counter: Electric Field - Plays instantly when shields appear.
Mecha (Flying)
- Missile: Explosion (M).
- Gravitational Swell: (No sound listed)
- Fly By:
- Jet noise: Plays when moving.
- Explosion (M): Plays when enemies are in range.
- Artillery strike:
- Beep: Plays when giant laser is cast.
- Explosion (M) x 3: Plays one after another when area is bombarded.
- Surveillance: Sonar Scan: Plays instantly when scanning enemies.
Genesis
- Round 1
- Whip Spin: Whip - Plays instantly when whip spinning.
- Whip Lash: Sound Crack (S) - Plays when striking.
- Whip Spike: Sound Crack (S) - Plays when striking.
- Propagate: (Uses corrupt sound effect)
- Self-Repair: (Uses shield sound effect)
- Round 2
- Shattering Round: Gunfire (M) - Plays after firing bullet.
- Static Floor:
- Explosion (S) - Plays after landing.
- (Uses Sticky and Slow applies sounds)
- EMP: Sonar Scan - Plays instantly.
- GitHub Jail: Slam (S) - Plays when covers are placed.
- Hard Reboot: Slime landing - Plays when pylon sticks onto the ground.
Hunter
- Pacemaker: (Uses shield sound effect)
- Last-Ditch Effort: (Uses healing and terminate sound effect)
- John Server: Metal sharpening x 5 - Slicing enemy.
- John Launch
- Slam (L) x2 - Slam enemy into the ground twice.
- Woosh (M) - Throwing enemy.
- Slam (L) - When enemy hits a wall/cover.
- John Smash
- Woosh (M) - Plays when flying up.
- Slam (L) - Plays when landing.
- John Revolver: Shattering Round: Gunfire (S) x6 - Revolver shooting.
Items
- Adrenal Bots: Heartbeat
- Afterimage Projector: Woosh (S)
- Amygdalic Compressor: War Horn
- Auxiliary Battery: Reload
- B1 Bunny: N/A
- Biohazard: Cracking
- Bionic Heart: N/A
- Branding Iron: Fire
- Brass Knuckles: Chunky Hit
- Bunker Keycard: N/A
- Burnt Banknote: N/A
- C4: N/A
- Chain-Link Charm: N/A
- Checkpoint Pendant: Warp - When state is reverted.
- Copycat Virus: Bubbling
- Corrosive Paintball: Splash
- Daisy Daisy Doll: Hissing
- Dare Matrix: Metal Pipe Falling - When causes damage. Crank - When heals.
- Delusion Chip: Electric Surge
- Drinkable Gyros: Rising Tone, pitch up by 1 note in a scale with each subsequent hit.
- Emergency Shields: Electric Surge
- EMP Grenade: N/A
- Energetic Fairing: N/A
- Engadine Street Sweeper: Poof - when cell state cleared.
- Entry Gel: Woosh (S,M,L) - Size dependent on amount movement speed increases.
- Explosive Plating: Fire
- Faded Flag: N/A
- Fail Safe: Explosion (L)
- Ferocious Toxin: Laugh
- Firecrackers: Explosion (S)
- Frayed Cassette: Retrigger
- Fried Graphics Card: Flame
- Fuel Canister: N/A
- Hot Chocolate: Slurp
- Hydraulic Jackhammer: Woosh, Metal Hit
- Hypercorn: Wrench Cranking
- Inline Skates: N/A
- Isolation Gas: Hissing
- Kill Drive: Explosion (M)
- Knuckle Shelling: Chunky Hit
- LAN Botnet: N/A
- Last Resort: Crank, Explosion
- Latent Capacitor: Electric surge for damage up. Electric field for damage down.
- Leech: N/A
- Life Contract: N/A
- Limb Motor: Cracking, only when an attack pierces.
- Live Wire: Electricity Crackle
- Lucky Bullet: N/A
- Magpiebar: Metal Pipe Falling
- Makeshift Thrusters: Electric Surge
- Micro Missles: N/A
- Miner’s Helmet: N/A
- Mitosis: N/A
- Money Bag: N/A
- Neon Katana: N/A
- Neural Interface: Bottle Pop - When damage avoided.
- Nuclear Finisher: Alert
- Opportunist: Retrigger, Electric Surge
- Pain Killers: N/A
- Pandora Schema: N/A
- Peacekeeper: Metal Pipe Falling
- Pocket Watch: Ting
- Pop Rocket: Explosion (S)
- Precision Iris: N/A
- Pressure Valve: N/A
- Prototype Warhead: N/A
- Reactive Anesthetic: N/A
- Recycler: N/A
- Repair Amplifier: N/A
- RGB Fan: Woosh (M) - When pushes
- Ruptured Airbag: Explosion (S)
- Scorched Dolls: Flame
- Shatter Caps: Chunky Hit
- Skeleton Coating: N/A
- Smoke Screen: Hissing - Played once when fog is deployed.
- Splintered Lotus: N/A
- Static Discharge: N/A
- Steam Boiler: N/A
- Steroids: N/A
- Stoic Anaesthetic: Squirt
- Stun Gun: Lightning Strike
- Subdermal Insulation: Bubbling
- Super Scope: Chunky Hit
- Suspicious Suit: N/A
- Synth-Blood Kit: Engine Revving Up - When damage bonus comes online.
- Thick Plating: N/A
- Trash Cube: N/A
- Trinity Sky Patch: Electric Surge
- Unstable Generator: N/A
- Volatile Reserves: On Revive - Holy
- Vuln Scanner: N/A
- Xinren Agent: N/A