Round2 please listen
Everything made in round two, captioned (7.8 minutes): the eight recast voices, remade dinosaur takes and siege sounds. Nobody has listened yet.
Sound review. Round two is at the top and still needs your ear.
Open the listening page (every clip, old next to new)
AUDIO INSTALL - report, 2026-11-10 (local file: PrimevalMirror only; nothing committed; local file: Primeval not touched) Brief: put the owner-approved audio (round one, APPROVED_FOR_INSTALL.csv) into the game and wire it; nothing from round two. I CANNOT LISTEN. Nothing here says how anything sounds. What plays when is from the code, the tests and the game's own log. BUMPS: none. Presentation only. RulesRevision stays 121; NetProtocol, saves and replays unchanged. The 4v4 AI match gives the same state hash before and after (0F09E60EF986142D at tick 5370). WHAT WAS INSTALLED 748 clips, exactly the list (checked by SHA256 against the staged files): 677 new files, 71 replacing an existing file in place (originals in backup, their .meta and GUIDs kept). None of the 171 round-two clips and none of the 292 rejected files is in the project (checked by content, not name). Kept as today, on purpose: build_complete (both), trex_death (both), allo_call (all 3), anky_death (both), and the rejected single takes stego_death_02, parasaur_alert_02, parasaur_death_02 (today's take stays in that slot beside the new ones). The old deposit_wood takes are kept as debris_wood_01/02: the siege impacts used them for timber debris, and still do. Import: Primeval > Build Sound Bank set them like every other SFX/voice (PCM, decompress on load, mono, load in background, preloaded). Normalize is on for all 1479 clips as before, and it changes nothing for these mono files: imported peak = file peak to 0.00 dB on 10 clips measured (7 new, 3 old). Levels are as the audio worker set them. VOICES - who has their own now Own lines (38): Villager, Peon, Acolyte (they gain attack lines and a 4th select/move take), Spear Thrower, Clubman, Spear Warrior, Shaman, Raptor Rider, Ballista, Slinger, Ceratopsian Lancer, Heavy Triceratops, Stone Thrower, Battering Ram, Dugout Canoe, Reed Raft, Grunt, Brute, Orc Shaman, Wolf Raider, Catapult, Raptor Bone Rider, Gut Skiff, War Raft, Soul Reaper, Skeleton Archer, Ghoul, Abomination, Necromancer, Death Rider, Meat Wagon, Dread Lich, Bone Barge, and the 5 Undead beasts (Bone Raptor, 4 risen dinosaurs: non-verbal, no more English). Boats and the Soul Reaper answer an attack order with their own move line; the canoe and skiff have their own fishing lines. Today's lines, unchanged (8): Orc Berserker, Orc Warchief, Axe Thrower, Bowman, Heavy Guard, Chieftain, Skeleton Warrior, Net of the Drowned - recast in round two, not approved yet. They speak exactly the shared faction set they speak today (a test pins it). How a line is chosen (AudioDirector.VoiceLine): the unit's own set for that kind, then its own move line, then the faction's shared set the game used before, then the old grunt. So round two is: copy the approved files into local file: SFX, run Primeval > Build Sound Bank. No code or data change (the ids exist already; a test proves a unit switches the moment its files are in the bank). HOW VOICES PLAY - before -> now Before: a line whenever 0.35 s had passed since the last one (select or order); 20 quick orders = about 20 lines. Take: random, not the same take twice running. Group order: the lowest sim id's voice. Annoyed: 6 clicks on one unit in 4 s, any number of times. Now (VoicePacing): no line within 1.5 s of the last; the same kind of order again within 4 s of the last line is silent half the time and otherwise a short non-verbal grunt (at 0.6 gain, and only if no line is still playing); a different order, or the same one after 4 s, speaks. Select lines not within 0.8 s of the last line and never over an annoyed line still playing. Annoyed: same 6 clicks in 4 s, at most once per 8 s. One channel as before (a new line cuts the old one, so two voices never overlap). A line is never one of that set's last two (sets have 2-6 takes). Group order voice: a selected hero, else the most numerous unit type (ties: lowest id); workers still answer build and gather orders. Measured (test, 20 move orders in 10 s): 3 spoken, 4 grunts, 13 silent (was ~20 spoken). BUILDINGS, DEPOSITS, INTERFACE, ANIMALS Building select: clicking one of your own buildings plays its own signature (bsel_*, 43 buildings x 3 takes, never the same take twice running, one at a time, 0.25 s apart, volume 0.7) INSTEAD of the shared click. Enemy buildings and resources keep ui_select. Deposits: wood, food, iron, gold each their own (iron and gold shared deposit_ore before; it stays as their fallback). All deposit sounds together capped at 3 at once; per id 0.18 s apart, volume 0.6 (was 0.12 s, 5 voices each, no total cap). The 11-09 bank chime on your own deposits now plays at half gain under it (my call, flagged: remove it if it still stacks). In the AI match: 277 deposits played, 13 held back by the cap, never more than 3 at once. Interface: new click, error, alert (ui_notify), research start, research done, build placed, rally takes (same ids). Map pings play ui_ping (was ui_notify); a chat line from someone else plays ui_chat (chat was silent; not for your own line). build_complete untouched. Dinosaurs: Gallimimus, Ankylosaurus (call, hurt) and Pachycephalosaurus play their own takes at their own pitch (the 1.2-1.6x / 0.8x borrowing is gone for those ids; anky_death keeps today's borrowed take and pitch until its remake is approved; the stampede, club and dome crack were not remade and are unchanged). Crocodile: own hurt, and a bellow now and then as it basks (new); death still the old pitched ankylosaur take. Spinosaurus: own call (idle and far), roar (roar and riled) and hurt; death still the pitched tyrannosaur. Quetzalcoatlus: own call (idle and launch) and hurt; death still the pitched pteranodon. Plesiosaur: own call (new, now and then) and death; hurt still the brachiosaur's pitched up (note: brachio_hurt itself was replaced by the approved new take, so that fallback is the new brachiosaur recording, not today's). Remade calls for T-rex idle, stegosaur, brachiosaur, parasaur, protoceratops, triceratops play through their existing ids. Canopy birds: amb_birds_flush now has clips, so CanopyBirds plays the flush instead of single bird calls. Round-two dinosaur ids (croc_death, spino_death, quetz_death, plesio_hurt) and the nine siege impact ids have catalog entries and code paths already: copy the approved files and rebuild the bank. Data line needed only for anky_death (its pitch, comment in SoundCatalog.cs) and, if wanted, a volume tweak. COST (one 180 s 4v4 of computer players each way, seed 5, same test player otherwise; local file: perf_before|after) before after peak private memory 2884 MB 2984 MB (+100 MB) peak working set 1334 MB 1408 MB (+74 MB) all clips loaded 3.95 s 4.21 s after start (800 -> 1479 clips; in the background, the match starts with 18 in either way at ~3 s) session built 851 ms 1053 ms (one run each: may be noise; not repeated) fps / sim ms avg 169.0/1.451 169.8/1.441 build folder 3961 MB 4026 MB The new WAVs are 75 MB on disk (61 MB net of the 71 replaced). Of that 56 MB are voices of all three factions, loaded whatever the match. My view: +100 MB and +0.3 s background load is affordable now; nothing streams and nothing should (one-shots under 2.5 s). If memory matters later, the cheap step is to stop preloading the per-unit voice and building-select clips (Preload Audio Data off for vo_* and bsel_*, in SoundBankBuilder) so only a played clip loads - at the price of a short first-play delay. Not done. Log: no missing-clip warnings, no audio errors, 0 exceptions. The new autotest line "audio_asked_without_clips" read 0 [] in the match (nothing the game asked for lacked clips). TESTS (EditMode, local file: a05_final: 12 related classes, 69 tests, 68 pass) New AudioInstallTests 12/12: every id the pass wires has clips and the bank matches the disk (491 ids); no rejected or unapproved clip (by content); import settings and levels; every unit has its own lines or today's shared set (38 / 8); a recast unit takes its own set as soon as its files are in; the three species' pitch; take picker never repeats at once and lines never one of the last two (2000 picks per set size, gaps in take numbers); building selects, deposits, voices in the director never repeat a take at once; deposit cap (240 loads in 10 s: never more than 3 at once); pacing rules; 20 quick orders; annoyed once per 8 s; a select never cuts an annoyed line. Existing, all pass: AudioFeedingHistory 2, CanopyBirds 3, ClientLifetimeQuery 3, DistantVoices 3, FreezeScan 7, HeroSlot 5, MapPing 3, OrderAndReplayFix 7, ReplayPresentationReset 4, SiegeImpact 14. Fails, not mine (known): FreezeScanBatch3Tests.IRouteChecksDecideTheSameWithAColdCacheAndBuildAtMostTheCapAThink (the listed play-dependent premise, same message as in regression_fixes). NOT VERIFIED / LIMITS - Nobody has listened. Whether the 0.6 deposit and 0.7 building-select volumes sit right in the mix is unknown. - Voices, building selects, pings and chat need a human: the AI match never selects or orders, so in-game they show 0 there; they are proven by the EditMode tests driving the real AudioDirector (with stand-in clips), not in a played game. - The crocodile and plesiosaur idle calls depend on them being herds in PollHerds; not seen in the match (none near the camera). - One cost run each way; numbers within run-to-run noise except memory. - The pacing numbers (1.5 s, 4 s, 50%, 0.8 s, 8 s) are INSTALL.md's recommendations, untested by ear; all in VoicePacing. FILES: changes.diff (file list, full code diff against local file: orig, both new files in full). backup = the 71 replaced clips + .meta, the old SoundBank.asset, deposit_wood .meta. work = runner (unity.ps1), perf.ps1, verify_files.ps1, orig. logs = a01 bank, a02 tests, a03 levels, a04 build, a05 final. git status = start + the install's SFX files + the 2 new code/test files (+.meta); ProjectSettings and unit materials match their start hashes. CatapultInstallTemp.cs left in place. Test player local file: CatapultTest rebuilt with this install; local file: WindowsPlain untouched.
Everything made in round two, captioned (7.8 minutes): the eight recast voices, remade dinosaur takes and siege sounds. Nobody has listened yet.
PRIMEVAL AUDIO PASS - ROUND TWO SUMMARY (2026-11-09, after your verdict) ======================================================================= Open index.html in this folder: the first section, "Round two: please listen", holds only what was made this round. The same clips, in the same order, are in round2_please_listen.mp4 (7.8 minutes; also in local file: Primeval_review). Nothing is in the game. No game code was changed. IMPORTANT: whoever made this cannot hear. Every voice and every take below was chosen by measurement (pace, level, how much treble or bass a clip has, how it rises and falls) and by the wording of the prompts and of the voice descriptions. Nothing here has been listened to by anyone. 1. WHAT WAS REMOVED (your rule: "things i said are bad remove") ---------------------------------------------------------------- 146 clips were moved out of the staged set into local file: owner_rejected_2026-11-09 (moved, not deleted, names kept): - the two new "build complete" takes. No remake: the game keeps the sound it has. - 22 dinosaur takes: Allosaurus call 1, 2, 3 (the only Allosaurus sounds in this pass); Ankylosaurus death 1, 2; crocodile death 1, 2; Parasaurolophus alert 2 and death 2; Plesiosaur hurt 1, 2, 3; Quetzalcoatlus death 1, 2; Spinosaurus call 3, death 1, 2, roar 2, 3; Stegosaurus death 2; T-Rex death 1, 2. - all 122 round-one lines of the eight units being recast. Everything else you heard stays as it was: 748 clips, listed in APPROVED_FOR_INSTALL.csv. 2. NEW VOICES (eight units, 122 lines) -------------------------------------- Each faction keeps its sound treatment. For each recast (except the Warchief, whose voice you named) at least three voices from the account read one identical test line and were measured; the best is staged and the two runners-up are kept as alternates, so you can say "use alternate 1" without another audition. ORC BERSERKER: Brock (Drill Sergeant) -> Edward Why: a theatrical, cocky villain voice that "delivers every line like the punchline to a joke only he is in on": the closest description in the account to gleeful and unhinged; clearest of the candidates above 4 kHz, normal pace. Alternate 1: Harry - the "fierce warrior": rougher and the fastest read of the four; less glee. Alternate 2: Crazy Eddie - the raspy, nasal voice you called "kinda goofy" on the Axe Thrower: offered here because goofy-crazy is what the Berserker wants; dullest above 4 kHz. Tried, not offered: Orc (the account's own designed ogre voice) - its description is the best fit of all ("maniacal energy ... absurdly silly") but it read the test line in 5.1 s, 2.6 times the normal pace: the same half-speed fault round one found. Lines: all 14 lines are new. Measured: 14 lines, average 1.9 s, longest 2.26 s. ORC WARCHIEF (HERO): Jerry (Gruff Commander) -> Callum Why: your choice: the Raptor Bone Rider's voice, with exactly his settings and treatment (no extra pitch). The Raptor Bone Rider keeps it too, so two Orc units share one voice for now. Lines: unchanged. Measured: 19 lines, average 1.4 s, longest 2 s. AXE THROWER: Crazy Eddie -> Jerry (Gruff Commander) Why: gruff, gritty, clipped: the hardest and driest voice in the account, and the one you called "decent i like it" on the old Warchief (now free in the Orc faction); fastest of the three, read with less theatre than before. Alternate 1: Victor Hale - deep, dark, raspy, calm, a slight German accent; 20% slower. Alternate 2: Martin Li - raspy, serious, deep; duller above 4 kHz. Lines: 2 of 14 replaced because the line itself was the goofy part: "Heh. What?" -> "Who gets axe?"; "Yah." -> "Moving. Quiet.". Measured: 14 lines, average 1.2 s, longest 1.73 s. CHIEFTAIN (HERO): Adam (Dominant, Firm) -> Adam (Dark and Tough) Why: described as "a tough hero, weathered by years of experience"; the clearest of the three and at normal pace. (The old voice is described as "brash ... slightly aggressive", which is what you heard.) It is the actor behind the Brute you called dope, here without the Orc pitch-down. Alternate 1: George - the warm one: a British storyteller, mature and captivating; pick this if the chosen voice is too hard. Alternate 2: Jerry (Gruff Commander) - the commander: authoritative and fast; the least warm. Lines: 6 of 19 replaced: "Your chieftain listens." -> "I am with you."; "Follow my feathers." -> "Walk with me."; "Keep pace with your chief." -> "Stay close. I lead."; "Strike!" -> "Stand with me, and win!"; "I am chief. Not a drum." -> "A chief has patience. Some."; "Enough. Even chiefs bite." -> "Save it for the enemy.". Measured: 19 lines, average 1.1 s, longest 1.83 s. BOWMAN: Eric -> Martin Li Why: raspy, serious, deep and quiet: a calm hunter. The three candidates measured alike (pace 0.9 to 1.0 of normal, clarity within 1.3 dB), so the choice is by character, and it avoids giving the Bowman the same actor as the Undead Skeleton Archer. Alternate 1: Daniel - steady British broadcaster: the most economical read; he is also the Undead Skeleton Archer. Alternate 2: Viraj - rich, soft, breathy and serious. Lines: unchanged. Measured: 14 lines, average 1.0 s, longest 1.53 s. HEAVY GUARD: Brian -> Rex Thunder Why: deep and tough with an unhurried read: the actor behind the Grunt you called an "awesome dope voice", here without the Orc treatment; the clearest of the three. His full set reads slowly (1.6 times the Tribe's normal pace; longest line 2.3 s). Alternate 1: Austin - low, gravelly, with a strong Texas accent; normal pace. Alternate 2: Victor Hale - deep, dark, calm, a slight German accent; the slowest (1.9 s for three words). Lines: unchanged. Measured: 14 lines, average 1.4 s, longest 2.3 s. SKELETON WARRIOR: River -> Jerry (Gruff Commander) Why: gruff, gritty and clipped: the best fit to "hollow, dry, clipped" and the clearest of the three (of five tried) that passed the pace check under the Undead echo. He is also the new Orc Axe Thrower (a different treatment there). Alternate 1: Austin - low and gravelly, the fastest; a strong Texas accent, which may sound odd on a skeleton. Alternate 2: Brock (Drill Sergeant) - harsh and clipped but the dullest above 4 kHz (11 dB under the chosen voice); the voice you disliked on the Berserker. Tried, not offered: Villain - read the test line in 3.0 s, 1.7 times the normal pace, and came back very quiet. Tried, not offered: Rex Thunder - read the test line in 3.2 s, 1.8 times the normal pace. Lines: unchanged. Measured: 14 lines, average 1.3 s, longest 2.14 s. NET OF THE DROWNED (FISHER): Eric -> Silent Systemus Why: old, deep, slow, with deliberate pauses: the nearest thing in the account to waterlogged and mournful, and 9 to 11 dB clearer above 4 kHz than the other two. Reads slowly on purpose (1.6 times normal; three lines were tightened to fit 2.2 s). It is the Orc Shaman's actor, whom you found "hard to understand". Alternate 1: Brian - deep, resonant, comforting; quicker and plainer; dull above 4 kHz under the echo. Alternate 2: James - husky and bassy; quick; the dullest of the three. Lines: unchanged. Measured: 14 lines, average 1.8 s, longest 2.53 s. Two units now share one voice by your choice: Callum is both the Raptor Bone Rider and the Orc Warchief. Voices now used in more than one faction because of this round (always under a different treatment): Jerry (Orc Axe Thrower, Undead Skeleton Warrior); Adam "Dark and Tough" (Tribe Chieftain, Orc Brute, Undead Death Rider); Rex Thunder (Tribe Heavy Guard, Orc Grunt); Martin Li (Tribe Bowman, Undead Dread Lich); Edward (Orc Berserker, Tribe Battering Ram); Silent Systemus (Undead Net of the Drowned, Orc Shaman). Not auditioned: "Xavier" (its description says it is styled on an existing game's announcer) and the two cloned voices in the account (I do not know whose they are). THE BERSERKER'S NEW LINES, in full (all new; gleefully unhinged, talks to his axes; loose, manic read): Select: "Hehehe! Axes say hello!" "Shh. Axes are whispering." "Finally! Who do I hit?" "Hahahaha!" Move: "Race you there, axes!" "Is there chopping there?" "Left axe says go!" "Going! Hehehe! Going!" Attack: "Two halves! Hahaha!" "Dibs on the big one!" "Hit me again! It tickles!" "Grrr... ahahaha!" Annoyed: "I'm bored. Break something?" "Keep poking. Axes like fingers." (An annoyed line "Bored! Bored! Bored!" was tried first: three takes all ran 3.5 s or more, so it was reworded to "I'm bored. Break something?".) THE CHIEFTAIN'S LINES, in full (new voice; 6 of the 19 rewritten for a leader people follow): Select: "I am with you." "The tribe stands with me." "Speak. The fire is lit." "My spear leads." Move: "Walk with me." "The tribe moves." "I walk first." "Where I go, we hold." "March." "Stay close. I lead." Attack: "Tribe! With me!" "Let them hear our drums!" "No beast takes our land!" "Spears high!" "Stand with me, and win!" "Drive them out!" Annoyed: "The elders are watching you." "A chief has patience. Some." "Save it for the enemy." New: "I am with you.", "Walk with me.", "Stay close. I lead.", "Stand with me, and win!", "A chief has patience. Some.", "Save it for the enemy." THE AXE THROWER: same lines except two that were goofy in themselves: "Heh. What?" is now "Who gets axe?" and "Yah." is now "Moving. Quiet.". THE WARCHIEF: all 19 lines kept (none read weak for a hero). 3. DINOSAUR TAKES REMADE (22 takes, same names so the set stays complete) -------------------------------------------------------------------------- New prompts built from real animals in words: alligator bellow, elephant rumble, cassowary boom, big-cat growl, hippo groan, heron and stork for the flier; close and dry; no music, no human voice, no monkeys, no cartoon roar. Deaths are written to fall and break and end on a breath or a groan; "hurt" is one short bark. For each take two candidates were made (three for Plesiosaur hurt 1 and 3 and Quetzalcoatlus death 1), each measured, the better staged and the runner-up kept in local file: dinosaurs. What the measurements say about the takes you praised (T-Rex idle, Spinosaurus call 2, Pachycephalosaurus death 2, the Brachiosaurus set, the Stegosaurus calls): all are low and chesty. The remakes were aimed there. What is staged now (length of each remake): Allosaurus call take 1: 1.81 s, take 2: 2.06 s, take 3: 1.84 s Ankylosaurus death take 1: 1.93 s, take 2: 2.05 s Giant crocodile death take 1: 2.56 s, take 2: 2.15 s Parasaurolophus alert take 2: 1.06 s Parasaurolophus death take 2: 2.33 s Plesiosaur hurt take 1: 0.71 s, take 2: 0.58 s, take 3: 0.92 s Quetzalcoatlus death take 1: 1.66 s, take 2: 1.61 s Spinosaurus call take 3: 3 s Spinosaurus death take 1: 2.68 s, take 2: 2.64 s Spinosaurus roar take 2: 1.97 s, take 3: 2.39 s Stegosaurus death take 2: 2.21 s T-Rex death take 1: 3.33 s, take 2: 3.36 s Honest limit: the T-Rex deaths and Allosaurus calls you rejected measured much like the takes you praised, so whatever was wrong with them is something only an ear can catch. The remakes may have the same fault. 4. SIEGE IMPACT SOUNDS (new, asked for by the lead after the siege effects job) -------------------------------------------------------------------------------- Nine sounds, three variants each (27 clips), mono, each cut so it starts at once: boulder on ground, on timber, on stone, on bone; earth falling back; planks falling; Meat Wagon payload; boulder into water; ballista bolt into earth. Staged like the rest; not wired (the game uses stand-in clips until these are approved). 5. CREDITS ---------- Round two: about 9985 ElevenLabs credits by my count (worst case about 21109 if sound is billed at the dearer rate). That is about 2569 for speech and the rest for 185.4 seconds of generated sound. Far under the 60,000 I was told to stop at. Both rounds together: about 42008. Details in local file: CREDITS.txt. The key still cannot read the real balance. 6. WHAT FAILED OR IS WEAK (be suspicious of these first) --------------------------------------------------------- - Siege "earth falling back" (all three variants): by the numbers it is mostly high-pitched patter and came back nearly silent, so it may sound like hiss or rain rather than clods landing. Two wordings gave the same; a third gave earthy thumps but only 0.3 and 0.85 s long (kept in local file: siege, not staged). - Siege "Meat Wagon payload" variant 3 is 0.5 s; 1.0 s was asked. Several retakes all came back short. - Five siege clips start at once but swell to their loudest 40 to 140 ms in (bolt 1 and 2, water 2, planks 1, payload 2) rather than hitting hardest in the first instant. - Orc Berserker: the manic read is slow. 5 of his 14 lines ran over 2.3 s and were tightened (by up to 30%) to fit; they may sound rushed. Whether the laughs ("Hehehe", "Hahahaha!", "Grrr... ahahaha!") came out as laughs or as spelled-out words, I cannot tell. - The account's own "Orc" voice is described as exactly this character (maniacal, absurdly silly) but reads at under half speed. Not used. A sample of it, and the same sample squeezed to normal length, is in local file: failed_pace_check in case you want it anyway. - Heavy Guard (Rex Thunder) reads slowly: 1.6 times the Tribe's normal pace, longest line 2.3 s. Unhurried is what was asked, but it is close to the line. Alternate 1 (Austin) reads at normal pace. - Net of the Drowned reads slowly on purpose; 3 of 14 lines were tightened. The voice is the Orc Shaman's, which you found hard to understand; under the Undead echo that risk is higher. - Quetzalcoatlus death 1 measures thin (little body) even after a third try. Spinosaurus call 3 has little low end, like the call 2 you liked. - One slip of mine: a second run of the siege script repeated its retake loop, so two clips (planks 1, payload 3) were retaken four times instead of two. A few seconds of sound, counted in the credits above. 7. UNCLEAR (kept, not guessed silently) ---------------------------------------- - "Spinosaurus: take 2 was really good take 3 is bad": read as the CALL (the call is the first Spinosaurus family both on the page and in the video). Call 2 kept, call 3 removed and remade. If you meant another family, say so: the old call 3 is in the removed folder. - "Allosaurus sounds were all bad": this pass only made Allosaurus calls (3 takes). All three were removed and remade. Any other Allosaurus sound in the game was not part of this pass and was not touched. - Parasaurolophus alert 2 and death 2: your note says remove; they were also remade so the sets stay complete. If you only wanted them gone, the remakes can simply be left out. - Plesiosaur "unsure overall": only the three hurt takes were removed and remade; its call and death stay. - Net of the Drowned still has the line "Glub... yes?" (round one flagged it as a made-up word). Kept because you asked only for a new voice; easy to replace. - Orc Shaman, Raptor Rider, Heavy Guard "for now" notes: only the Heavy Guard was recast, as you asked. 8. WHAT STILL NEEDS YOUR EAR ----------------------------- Everything made this round: 171 staged clips (ROUND2_NEEDS_LISTEN.csv) = 122 voice lines, 22 dinosaur takes, 27 siege sounds; plus the alternates (14 voice test lines, 22 dinosaur runners-up), which are not staged. For each recast unit: is the new voice right, or alternate 1 or 2? For each dinosaur take: the remake, the alternate, or neither? For the siege sounds: which variants to keep. WHAT I COULD NOT JUDGE: whether any voice suits its unit or is intelligible; whether the Berserker is funny; whether the Chieftain sounds heroic; whether two voices sound too alike; whether a dinosaur is believable; whether a clip contains something it should not (a stray voice, music, a second sound); how any of it sits in the game's mix. FILES ----- This folder: index.html (round-two section first), round2_please_listen.mp4, SUMMARY_ROUND2.txt (this file), new_voices_orc / _tribe / _undead.mp4 and the two sound samplers, rebuilt for the final set. local file: APPROVED_FOR_INSTALL.csv the 748 clips you heard and did not reject local file: ROUND2_NEEDS_LISTEN.csv the 171 clips made this round local file: STAGED_FILES.csv all 919 staged clips with measurements and status local file: INSTALL.md section 0: what is approved now; 3.7: siege wiring local file: alternates local file: <unit>, dinosaurs, siege with notes local file: owner_rejected_2026-11-09 what you rejected, with MANIFEST.csv local file: voice_lines.ps1 the cast and lines as staged; r2_*.ps1 = this round's tools
Round one: the new Tribe voices, captioned.
Round one: the new Orc voices, captioned.
Round one: the new Undead voices, captioned.
Round one: building select, resource deposit and interface sounds.
Round one: dinosaur sounds.
PRIMEVAL AUDIO PASS - SUMMARY (2026-11-09) =========================================== Open index.html in this folder to listen. Nothing is in the game yet. The new clips are staged in local file: staged and install with a plain folder copy once the wiring below is done. IMPORTANT: whoever made this cannot hear. Every choice was made from the code, the text prompts and measurements (length, loudness, peaks, how much treble a clip has). Your ears are the first real test. 1. THE HEADLINE: UNITS SHARING VOICE LINES ------------------------------------------ Before: 46 units across Tribe, Orc and Undead. Only the 3 workers had their own lines. The other 43 units shared three sets: every Tribe unit that is not a Villager spoke the same 9 lines in one voice (Chieftain, Shaman, Ballista crew, boats, all of them), and the same for Orcs and Undead. Five Undead animals (Bone Raptor and the four risen dinosaurs) spoke English. Now (staged): all 46 units have their own set. - 41 speaking units each have their own voice inside their faction and their own lines. - The 5 Undead animals have non-verbal hisses, groans and bellows instead of words. - No line is shared between any two units, and none repeats a line already in the game. 2. WHAT WAS MADE (894 clips) ---------------------------- Spoken lines: 557 new lines. Per unit: 4 select, 4 move, 4 attack, 2 annoyed. Heroes: 4 select, 6 move, 6 attack, 3 annoyed. Units that never attack (boats, Soul Reaper) got fishing or extra move lines instead of attack lines. Workers kept everything they had and gained 1 select, 1 move and 4 attack lines. Each faction keeps its sound (Tribe plain, Orc pitched down, Undead pitched down with echo). The old "soldier" voices stay with the Clubman, the Grunt and the Ghoul. All lines set to the same loudness. Longest is 2.4 seconds, average 1.2. Undead animal "voices": 70 clips (5 animals x 14). Building select sounds: 129 clips. One signature per building, 43 buildings, 3 variations each, all 0.8 s or shorter and deliberately soft. Examples: hide flap for the Hut, anvil tick for the Bone Forge, bone rattle for the Graveyard, war drum for the Great Hall, funeral bell for the Necropolis. Deposits: 12 clips. Wood, food, iron and gold each have their own sound now (iron and gold shared one before), 3 variations each, about 0.4 to 0.6 s. Interface: 23 clips. Crisper remakes of the click, error, alert, research, research-done, build-placed, build-finished and rally sounds, plus two that did not exist: a map ping and a chat message sound. Dinosaurs: 103 clips. - Remakes of the weakest (14 sounds): T-rex idle and death, allosaur call, stegosaur call/hurt/death, brachiosaur call/hurt, parasaurolophus call/alert/pain/death, protoceratops call, triceratops call. - Their own voice for the first time: Gallimimus, Ankylosaurus and Pachycephalosaurus were playing other species' recordings sped up or slowed down. - A voice at all for the first time: the giant crocodile, Spinosaurus, Quetzalcoatlus and Plesiosaur. - Birds bursting out of the canopy (that slot was empty). No monkeys anywhere, old or new. 3. CREDITS ---------- About 32,000 ElevenLabs credits by my count (585 voice requests, 428 sound requests). If the account is billed at the older, dearer sound rate it could be up to about 65,000. Either way far under the 200,000 limit. I could not read the real balance: the API key is not allowed to. Details in local file: CREDITS.txt. 4. WHAT IS WEAK OR FAILED (be suspicious of these first) -------------------------------------------------------- - "Unit trained" horn: FAILED. Three rounds all came back as a dull boom, worse than the one in the game. Not staged. The old one stays. - Still muffled by the numbers after two extra tries: brachiosaur call, Quetzalcoatlus call, T-rex idle (now the right length, it used to play at half speed, but still mostly rumble), protoceratops call. - Building selects: the generator made many of them very quietly. 10 takes had to be raised more than 20 dB and may hiss: Lodge (all 3), Hunting Lodge (2), Bone Forge (2), Campfire (1), War Tower (1), Palisade Wall (1). 15 of the 129 are under 0.3 s, which may be too brief to be a "signature". The Lodge, Great Hall, Necropolis, Hunting Lodge and Boar Pen are low thuds with no sparkle. - Deposits are shorter than asked (0.2 to 0.6 s). Food took three tries to come out loud enough. Wood has little treble, so it may not feel "crisp". - Two voices were replaced after the first try because they read every line at half speed: the Orc Berserker and the Death Rider. About 15 other slow lines were sped up by up to 30%, which can sound rushed. - 9 voices are used in two different factions, because the account has 32 suitable voices for 41 units. The treatment is different each time, but two pairs are the same kind of unit: Callum is both raptor riders, Roger is both the Ballista and the Catapult crew. Swap these first if they sound alike. - Two of the risen-animal sets (Risen Triceratops move, Risen Tyrant annoyed) measure very dull. - The existing game audio has problems this pass did not touch: about 35 sounds are at or over full scale and a dozen are far too quiet (the button click was the quietest sound in the game; the new one is louder). Listed in AUDIT.md. That is a free level pass, but it changes the mix and needs ears. 5. WHAT I COULD NOT JUDGE ------------------------- - Whether any voice suits its unit, or whether two voices sound too alike once treated. - How the invented words were pronounced: "Raagh!", "Hyah!", "Thwack!", "Hhhh... yes?", "Glub... yes?". - Whether a sound clip contains something it should not (a stray voice, music, a second sound). - Whether the dinosaurs are believable, the deposits satisfying, or a building sound pleasant the 50th time. - Whether Unity changes the loudness on import (the "Normalize" setting is on for every clip). Not checked, because Unity was not to be opened. 6. WHAT NEEDS CODE WIRING (nothing was changed; details in INSTALL.md) ---------------------------------------------------------------------- Works by just copying (same names as today): the deposit wood and food sounds, the interface remakes, the 14 dinosaur remakes, the canopy birds, and the extra worker lines. Needs wiring (about 150 lines of code, no gameplay code): - Per-unit voices: the game picks lines by "worker" or "soldier" only. It needs to pick by unit, and the 171 new sound names need registering. - Building select: today every building plays the same small rattle. One call needs to play the building's own sound instead. - Iron and gold deposits: two new names. Also a decision: the chime added today on your own deposits now stacks on top of the new deposit sounds; I suggest removing it there. - Map ping and chat sounds: two new names. - Gallimimus, Ankylosaurus, Pachycephalosaurus: turn off the pitch shift that was disguising the borrowed recordings. Crocodile, Spinosaurus, Quetzalcoatlus, Plesiosaur: new names. How lines are chosen today, and what I recommend (so it is enough without being too much): - Today a unit speaks on every order if a third of a second has passed; one voice per group order; voices never overlap; a line is random but never the same one twice running. - Recommended: at least 1.5 s between spoken replies; on rapid repeat orders stay silent half the time or use the short grunt the game already has; never repeat either of a unit's last two lines; at most 3 deposit sounds at once; building select one at a time. FILES ----- This folder: index.html, SUMMARY.txt, old (what plays today), new (staged clips), as small mp3 previews. local file: AUDIT.md what the game has now, with a loudness table of all 809 clips local file: PLAN.md the cast, every new line, every sound prompt local file: INSTALL.md where each file goes and the exact code places local file: CREDITS.txt the credit tally local file: STAGED_FILES.csv every staged clip with its measurements and flags local file: staged the clips, in the game's folder layout local file: removed and held_back rejected takes (nothing was deleted)
Rule he gave: "anything i didnt comment on let it stay in. things i said are bad remove." Overall: "the rest of the sounds sounded good at first appearance", "ui items seem good for now".
Everything not named above stays as staged.
| Who | What | Words | Voice | Seconds | Note |
|---|---|---|---|---|---|
| Orc Berserker | select 1 | Hehehe! Axes say hello! | Edward | 2.23 | slow read (2.9 s), tightened to fit |
| Orc Berserker | select 2 | Shh. Axes are whispering. | Edward | 2.2 | slow read (2.64 s), tightened to fit |
| Orc Berserker | select 3 | Finally! Who do I hit? | Edward | 1.9 | |
| Orc Berserker | select 4 | Hahahaha! | Edward | 0.93 | |
| Orc Berserker | move 1 | Race you there, axes! | Edward | 1.88 | |
| Orc Berserker | move 2 | Is there chopping there? | Edward | 1.41 | |
| Orc Berserker | move 3 | Left axe says go! | Edward | 1.51 | |
| Orc Berserker | move 4 | Going! Hehehe! Going! | Edward | 2.23 | slow read (2.88 s), tightened to fit |
| Orc Berserker | attack 1 | Two halves! Hahaha! | Edward | 1.85 | |
| Orc Berserker | attack 2 | Dibs on the big one! | Edward | 1.56 | |
| Orc Berserker | attack 3 | Hit me again! It tickles! | Edward | 2.26 | |
| Orc Berserker | attack 4 | Grrr... ahahaha! | Edward | 2.21 | slow read (2.38 s), tightened to fit |
| Orc Berserker | annoyed 1 | I'm bored. Break something? | Edward | 2.2 | |
| Orc Berserker | annoyed 2 | Keep poking. Axes like fingers. | Edward | 2.2 | slow read (2.63 s), tightened to fit |
| Orc Warchief (hero) | select 1 | Warchief speaks. | Callum | 1.35 | |
| Orc Warchief (hero) | select 2 | The clans obey me. | Callum | 1.67 | |
| Orc Warchief (hero) | select 3 | My maul thirsts. | Callum | 1.55 | |
| Orc Warchief (hero) | select 4 | Speak, and be quick. | Callum | 1.48 | |
| Orc Warchief (hero) | move 1 | The warband follows me. | Callum | 1.47 | |
| Orc Warchief (hero) | move 2 | I lead from the front. | Callum | 1.28 | |
| Orc Warchief (hero) | move 3 | Clear a path. | Callum | 0.99 | |
| Orc Warchief (hero) | move 4 | My banner moves. | Callum | 1.16 | |
| Orc Warchief (hero) | move 5 | Forward. | Callum | 0.51 | |
| Orc Warchief (hero) | move 6 | Keep up, or stay behind. | Callum | 1.78 | |
| Orc Warchief (hero) | attack 1 | Clans! To war! | Callum | 1.5 | |
| Orc Warchief (hero) | attack 2 | Tusk and iron! | Callum | 1.36 | |
| Orc Warchief (hero) | attack 3 | Leave none standing! | Callum | 1.72 | |
| Orc Warchief (hero) | attack 4 | Their chief is mine! | Callum | 1.58 | |
| Orc Warchief (hero) | attack 5 | Crush! | Callum | 0.62 | |
| Orc Warchief (hero) | attack 6 | Stomp them into the mud! | Callum | 1.5 | |
| Orc Warchief (hero) | annoyed 1 | I have killed for less. | Callum | 1.63 | |
| Orc Warchief (hero) | annoyed 2 | Poke a peon. Not me. | Callum | 2 | |
| Orc Warchief (hero) | annoyed 3 | You tire your warchief. | Callum | 1.58 | |
| Axe Thrower | select 1 | Axes sharp. All of them. | Jerry (Gruff Commander) | 1.72 | |
| Axe Thrower | select 2 | Me see far. | Jerry (Gruff Commander) | 0.97 | |
| Axe Thrower | select 3 | Got spare axe. | Jerry (Gruff Commander) | 1.09 | |
| Axe Thrower | select 4 | Who gets axe? | Jerry (Gruff Commander) | 0.95 | |
| Axe Thrower | move 1 | Running. Not tired. | Jerry (Gruff Commander) | 1.52 | |
| Axe Thrower | move 2 | Me scout ahead. | Jerry (Gruff Commander) | 0.98 | |
| Axe Thrower | move 3 | Quick legs. Go. | Jerry (Gruff Commander) | 1.27 | |
| Axe Thrower | move 4 | Moving. Quiet. | Jerry (Gruff Commander) | 1.22 | |
| Axe Thrower | attack 1 | Axe in face! | Jerry (Gruff Commander) | 1.03 | |
| Axe Thrower | attack 2 | Catch, little thing! | Jerry (Gruff Commander) | 1.13 | |
| Axe Thrower | attack 3 | Throw! Throw again! | Jerry (Gruff Commander) | 1.45 | |
| Axe Thrower | attack 4 | Spin and split! | Jerry (Gruff Commander) | 0.95 | |
| Axe Thrower | annoyed 1 | Hold still. Me practise. | Jerry (Gruff Commander) | 1.73 | |
| Axe Thrower | annoyed 2 | Next axe goes at you. | Jerry (Gruff Commander) | 1.39 | |
| Chieftain (hero) | select 1 | I am with you. | Adam (Dark and Tough) | 0.81 | |
| Chieftain (hero) | select 2 | The tribe stands with me. | Adam (Dark and Tough) | 1.36 | |
| Chieftain (hero) | select 3 | Speak. The fire is lit. | Adam (Dark and Tough) | 1.48 | |
| Chieftain (hero) | select 4 | My spear leads. | Adam (Dark and Tough) | 1.04 | |
| Chieftain (hero) | move 1 | Walk with me. | Adam (Dark and Tough) | 0.79 | |
| Chieftain (hero) | move 2 | The tribe moves. | Adam (Dark and Tough) | 0.95 | |
| Chieftain (hero) | move 3 | I walk first. | Adam (Dark and Tough) | 0.93 | |
| Chieftain (hero) | move 4 | Where I go, we hold. | Adam (Dark and Tough) | 1.23 | |
| Chieftain (hero) | move 5 | March. | Adam (Dark and Tough) | 0.5 | |
| Chieftain (hero) | move 6 | Stay close. I lead. | Adam (Dark and Tough) | 1.73 | |
| Chieftain (hero) | attack 1 | Tribe! With me! | Adam (Dark and Tough) | 0.96 | |
| Chieftain (hero) | attack 2 | Let them hear our drums! | Adam (Dark and Tough) | 1.34 | |
| Chieftain (hero) | attack 3 | No beast takes our land! | Adam (Dark and Tough) | 1.41 | |
| Chieftain (hero) | attack 4 | Spears high! | Adam (Dark and Tough) | 0.86 | |
| Chieftain (hero) | attack 5 | Stand with me, and win! | Adam (Dark and Tough) | 1.24 | |
| Chieftain (hero) | attack 6 | Drive them out! | Adam (Dark and Tough) | 0.7 | |
| Chieftain (hero) | annoyed 1 | The elders are watching you. | Adam (Dark and Tough) | 1.27 | |
| Chieftain (hero) | annoyed 2 | A chief has patience. Some. | Adam (Dark and Tough) | 1.83 | |
| Chieftain (hero) | annoyed 3 | Save it for the enemy. | Adam (Dark and Tough) | 1.05 | |
| Bowman | select 1 | String's dry. | Martin Li | 1.01 | |
| Bowman | select 2 | Eyes on the treeline. | Martin Li | 1.21 | |
| Bowman | select 3 | Every arrow counts. | Martin Li | 1.17 | |
| Bowman | select 4 | Bow ready. | Martin Li | 0.74 | |
| Bowman | move 1 | Finding high ground. | Martin Li | 1.13 | |
| Bowman | move 2 | Soft and steady. | Martin Li | 1.13 | |
| Bowman | move 3 | I'll watch from there. | Martin Li | 0.98 | |
| Bowman | move 4 | Moving up. | Martin Li | 0.62 | |
| Bowman | attack 1 | Nock and loose! | Martin Li | 0.9 | |
| Bowman | attack 2 | Aim for the eye! | Martin Li | 1.03 | |
| Bowman | attack 3 | Feather them! | Martin Li | 0.89 | |
| Bowman | attack 4 | Loose! | Martin Li | 0.56 | |
| Bowman | annoyed 1 | You're spoiling my aim. | Martin Li | 1.53 | |
| Bowman | annoyed 2 | I can hit you from here. | Martin Li | 1.32 | |
| Heavy Guard | select 1 | Shield is up. | Rex Thunder | 1.12 | |
| Heavy Guard | select 2 | Nothing gets past. | Rex Thunder | 1.46 | |
| Heavy Guard | select 3 | Standing firm. | Rex Thunder | 1.19 | |
| Heavy Guard | select 4 | Guard. | Rex Thunder | 0.69 | |
| Heavy Guard | move 1 | Slow, but sure. | Rex Thunder | 1.83 | |
| Heavy Guard | move 2 | The wall walks. | Rex Thunder | 1.55 | |
| Heavy Guard | move 3 | Behind me. | Rex Thunder | 1.24 | |
| Heavy Guard | move 4 | Trudging. | Rex Thunder | 0.93 | |
| Heavy Guard | attack 1 | Brace and smash! | Rex Thunder | 1.53 | |
| Heavy Guard | attack 2 | Shields, push! | Rex Thunder | 1.71 | |
| Heavy Guard | attack 3 | Break on me! | Rex Thunder | 1.03 | |
| Heavy Guard | attack 4 | Mace down! | Rex Thunder | 1.22 | |
| Heavy Guard | annoyed 1 | Even my shield is bored. | Rex Thunder | 1.98 | |
| Heavy Guard | annoyed 2 | I guard. I do not giggle. | Rex Thunder | 2.3 | |
| Skeleton Warrior | select 1 | Summoned. Standing. | Jerry (Gruff Commander) | 1.3 | |
| Skeleton Warrior | select 2 | Shield. Sword. Silence. | Jerry (Gruff Commander) | 2.14 | |
| Skeleton Warrior | select 3 | Brief life. Use it. | Jerry (Gruff Commander) | 1.58 | |
| Skeleton Warrior | select 4 | Risen. | Jerry (Gruff Commander) | 0.6 | |
| Skeleton Warrior | move 1 | Clattering on. | Jerry (Gruff Commander) | 0.98 | |
| Skeleton Warrior | move 2 | While the spell lasts. | Jerry (Gruff Commander) | 1.49 | |
| Skeleton Warrior | move 3 | Bones obey. | Jerry (Gruff Commander) | 1 | |
| Skeleton Warrior | move 4 | Step. Step. | Jerry (Gruff Commander) | 0.82 | |
| Skeleton Warrior | attack 1 | Strike before dust! | Jerry (Gruff Commander) | 1.23 | |
| Skeleton Warrior | attack 2 | Cut the living! | Jerry (Gruff Commander) | 0.89 | |
| Skeleton Warrior | attack 3 | No fear. No flesh. | Jerry (Gruff Commander) | 1.82 | |
| Skeleton Warrior | attack 4 | Slash! | Jerry (Gruff Commander) | 0.76 | |
| Skeleton Warrior | annoyed 1 | I crumble soon. Hurry. | Jerry (Gruff Commander) | 1.55 | |
| Skeleton Warrior | annoyed 2 | You waste my little time. | Jerry (Gruff Commander) | 1.49 | |
| Net of the Drowned (fisher) | select 1 | The water kept me. | Silent Systemus | 1.86 | |
| Net of the Drowned (fisher) | select 2 | Net is heavy. | Silent Systemus | 1.83 | |
| Net of the Drowned (fisher) | select 3 | Still dripping. | Silent Systemus | 1.42 | |
| Net of the Drowned (fisher) | select 4 | Glub... yes? | Silent Systemus | 2.07 | |
| Net of the Drowned (fisher) | move 1 | Rowing the black water. | Silent Systemus | 2.1 | |
| Net of the Drowned (fisher) | move 2 | The tide pulls. | Silent Systemus | 1.92 | |
| Net of the Drowned (fisher) | move 3 | Out past the reeds. | Silent Systemus | 1.89 | |
| Net of the Drowned (fisher) | move 4 | Adrift. | Silent Systemus | 1.23 | |
| Net of the Drowned (fisher) | fishing 1 | Drag the depths. | Silent Systemus | 1.71 | |
| Net of the Drowned (fisher) | fishing 2 | Fish... or worse. | Silent Systemus | 2.21 | slow read (2.78 s), tightened to fit |
| Net of the Drowned (fisher) | fishing 3 | The net remembers. | Silent Systemus | 2.21 | slow read (2.5 s), tightened to fit |
| Net of the Drowned (fisher) | fishing 4 | Haul. | Silent Systemus | 0.74 | |
| Net of the Drowned (fisher) | annoyed 1 | Join me below. | Silent Systemus | 1.82 | |
| Net of the Drowned (fisher) | annoyed 2 | I drowned once. Your turn. | Silent Systemus | 2.53 | slow read (3.25 s), tightened to fit |
| Allosaurus | call take 1 | 1.81 | |||
| Allosaurus | call take 2 | 2.06 | |||
| Allosaurus | call take 3 | 1.84 | |||
| Ankylosaurus | death take 1 | 1.93 | |||
| Ankylosaurus | death take 2 | 2.05 | |||
| Giant crocodile | death take 1 | 2.56 | |||
| Giant crocodile | death take 2 | 2.15 | |||
| Parasaurolophus | alert take 2 | 1.06 | |||
| Parasaurolophus | death take 2 | 2.33 | |||
| Plesiosaur | hurt take 1 | 0.71 | |||
| Plesiosaur | hurt take 2 | 0.58 | |||
| Plesiosaur | hurt take 3 | 0.92 | |||
| Quetzalcoatlus | death take 1 | 1.66 | thin for its size (centre 1487 Hz) | ||
| Quetzalcoatlus | death take 2 | 1.61 | |||
| Spinosaurus | call take 3 | 3 | no low end for a giant; thin for its size (centre 665 Hz) | ||
| Spinosaurus | death take 1 | 2.68 | |||
| Spinosaurus | death take 2 | 2.64 | |||
| Spinosaurus | roar take 2 | 1.97 | |||
| Spinosaurus | roar take 3 | 2.39 | |||
| Stegosaurus | death take 2 | 2.21 | |||
| T-Rex | death take 1 | 3.33 | |||
| T-Rex | death take 2 | 3.36 | |||
| bolt earth | variant 1 | 0.7 | |||
| bolt earth | variant 2 | 0.61 | |||
| bolt earth | variant 3 | 0.54 | |||
| debris earth | variant 1 | 1.49 | nearly silent source; mostly high-frequency patter by the numbers (may sound like hiss or rain) | ||
| debris earth | variant 2 | 1.5 | mostly high-frequency patter by the numbers (may sound like hiss or rain) | ||
| debris earth | variant 3 | 1.57 | mostly high-frequency patter by the numbers (may sound like hiss or rain) | ||
| debris wood | variant 1 | 1.2 | |||
| debris wood | variant 2 | 1.27 | |||
| debris wood | variant 3 | 1.2 | |||
| payload splat | variant 1 | 1.36 | |||
| payload splat | variant 2 | 1.33 | |||
| payload splat | variant 3 | 0.51 | much shorter than asked (1.4 s); short (0.51 s, asked at least 1) | ||
| stone bone | variant 1 | 1.08 | |||
| stone bone | variant 2 | 0.98 | |||
| stone bone | variant 3 | 0.92 | |||
| stone ground | variant 1 | 1.19 | |||
| stone ground | variant 2 | 1.04 | |||
| stone ground | variant 3 | 1.23 | |||
| stone masonry | variant 1 | 1.12 | |||
| stone masonry | variant 2 | 1.26 | |||
| stone masonry | variant 3 | 1.12 | |||
| stone wood | variant 1 | 1.08 | |||
| stone wood | variant 2 | 1.1 | |||
| stone wood | variant 3 | 1 | |||
| water plunge | variant 1 | 1.51 | |||
| water plunge | variant 2 | 1.75 | |||
| water plunge | variant 3 | 1.56 |
| Clip | Sound | Seconds | Note |
|---|---|---|---|
| amb_birds_flush_01.wav | amb_birds_flush | 1.84 | |
| amb_birds_flush_02.wav | amb_birds_flush | 1.7 | |
| amb_birds_flush_03.wav | amb_birds_flush | 1.55 | |
| anky_call_01.wav | anky_call | 1.74 | |
| anky_call_02.wav | anky_call | 1.78 | |
| anky_call_03.wav | anky_call | 1.55 | |
| anky_hurt_01.wav | anky_hurt | 0.55 | much shorter than asked (1.2 s) |
| anky_hurt_02.wav | anky_hurt | 0.78 | |
| anky_hurt_03.wav | anky_hurt | 0.86 | |
| brachio_call_01.wav | brachio_call | 3.02 | |
| brachio_call_02.wav | brachio_call | 3.6 | |
| brachio_call_03.wav | brachio_call | 3.33 | |
| brachio_hurt_01.wav | brachio_hurt | 1.37 | |
| brachio_hurt_02.wav | brachio_hurt | 1.42 | |
| brachio_hurt_03.wav | brachio_hurt | 1.54 | |
| bsel_beast_pen_01.wav | bsel_beast_pen | 0.26 | much shorter than asked (0.7 s) |
| bsel_beast_pen_02.wav | bsel_beast_pen | 0.23 | much shorter than asked (0.7 s) |
| bsel_beast_pen_03.wav | bsel_beast_pen | 0.27 | much shorter than asked (0.7 s) |
| bsel_beastiary_01.wav | bsel_beastiary | 0.5 | |
| bsel_beastiary_02.wav | bsel_beastiary | 0.45 | |
| bsel_beastiary_03.wav | bsel_beastiary | 0.68 | |
| bsel_boar_pen_01.wav | bsel_boar_pen | 0.31 | much shorter than asked (0.7 s) |
| bsel_boar_pen_02.wav | bsel_boar_pen | 0.4 | |
| bsel_boar_pen_03.wav | bsel_boar_pen | 0.34 | much shorter than asked (0.7 s) |
| bsel_bone_forge_01.wav | bsel_bone_forge | 0.6 | |
| bsel_bone_forge_02.wav | bsel_bone_forge | 0.68 | source take was nearly silent (raised 20 dB or more) |
| bsel_bone_forge_03.wav | bsel_bone_forge | 0.68 | source take was nearly silent (raised 20 dB or more) |
| bsel_bone_gate_01.wav | bsel_bone_gate | 0.38 | |
| bsel_bone_gate_02.wav | bsel_bone_gate | 0.54 | |
| bsel_bone_gate_03.wav | bsel_bone_gate | 0.33 | much shorter than asked (0.7 s) |
| bsel_bone_wall_01.wav | bsel_bone_wall | 0.29 | much shorter than asked (0.6 s) |
| bsel_bone_wall_02.wav | bsel_bone_wall | 0.5 | |
| bsel_bone_wall_03.wav | bsel_bone_wall | 0.53 | |
| bsel_bone_wharf_01.wav | bsel_bone_wharf | 0.45 | |
| bsel_bone_wharf_02.wav | bsel_bone_wharf | 0.44 | |
| bsel_bone_wharf_03.wav | bsel_bone_wharf | 0.51 | |
| bsel_bone_yard_01.wav | bsel_bone_yard | 0.68 | |
| bsel_bone_yard_02.wav | bsel_bone_yard | 0.53 | |
| bsel_bone_yard_03.wav | bsel_bone_yard | 0.64 | |
| bsel_campfire_01.wav | bsel_campfire | 0.68 | source take was nearly silent (raised 20 dB or more) |
| bsel_campfire_02.wav | bsel_campfire | 0.36 | |
| bsel_campfire_03.wav | bsel_campfire | 0.31 | much shorter than asked (0.7 s) |
| bsel_crypt_01.wav | bsel_crypt | 0.62 | |
| bsel_crypt_02.wav | bsel_crypt | 0.5 | |
| bsel_crypt_03.wav | bsel_crypt | 0.67 | |
| bsel_egg_coop_01.wav | bsel_egg_coop | 0.51 | |
| bsel_egg_coop_02.wav | bsel_egg_coop | 0.63 | |
| bsel_egg_coop_03.wav | bsel_egg_coop | 0.53 | |
| bsel_fishing_pier_01.wav | bsel_fishing_pier | 0.28 | much shorter than asked (0.7 s) |
| bsel_fishing_pier_02.wav | bsel_fishing_pier | 0.49 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_fishing_pier_03.wav | bsel_fishing_pier | 0.44 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_flesh_vat_01.wav | bsel_flesh_vat | 0.42 | |
| bsel_flesh_vat_02.wav | bsel_flesh_vat | 0.68 | |
| bsel_flesh_vat_03.wav | bsel_flesh_vat | 0.57 | |
| bsel_gathering_camp_01.wav | bsel_gathering_camp | 0.38 | |
| bsel_gathering_camp_02.wav | bsel_gathering_camp | 0.39 | |
| bsel_gathering_camp_03.wav | bsel_gathering_camp | 0.34 | much shorter than asked (0.7 s) |
| bsel_graveyard_01.wav | bsel_graveyard | 0.4 | |
| bsel_graveyard_02.wav | bsel_graveyard | 0.52 | |
| bsel_graveyard_03.wav | bsel_graveyard | 0.58 | |
| bsel_great_hall_01.wav | bsel_great_hall | 0.64 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_great_hall_02.wav | bsel_great_hall | 0.68 | |
| bsel_great_hall_03.wav | bsel_great_hall | 0.57 | |
| bsel_headhunter_den_01.wav | bsel_headhunter_den | 0.26 | much shorter than asked (0.7 s) |
| bsel_headhunter_den_02.wav | bsel_headhunter_den | 0.25 | much shorter than asked (0.7 s) |
| bsel_headhunter_den_03.wav | bsel_headhunter_den | 0.3 | much shorter than asked (0.7 s) |
| bsel_hunting_lodge_01.wav | bsel_hunting_lodge | 0.53 | source take was nearly silent (raised 20 dB or more) |
| bsel_hunting_lodge_02.wav | bsel_hunting_lodge | 0.5 | source take was nearly silent (raised 20 dB or more) |
| bsel_hunting_lodge_03.wav | bsel_hunting_lodge | 0.64 | |
| bsel_hut_01.wav | bsel_hut | 0.32 | much shorter than asked (0.7 s) |
| bsel_hut_02.wav | bsel_hut | 0.2 | much shorter than asked (0.7 s) |
| bsel_hut_03.wav | bsel_hut | 0.36 | |
| bsel_lodge_01.wav | bsel_lodge | 0.68 | source take was nearly silent (raised 20 dB or more) |
| bsel_lodge_02.wav | bsel_lodge | 0.62 | source take was nearly silent (raised 20 dB or more) |
| bsel_lodge_03.wav | bsel_lodge | 0.68 | source take was nearly silent (raised 20 dB or more) |
| bsel_necropolis_01.wav | bsel_necropolis | 0.79 | |
| bsel_necropolis_02.wav | bsel_necropolis | 0.78 | |
| bsel_necropolis_03.wav | bsel_necropolis | 0.8 | |
| bsel_necrotic_forge_01.wav | bsel_necrotic_forge | 0.48 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_necrotic_forge_02.wav | bsel_necrotic_forge | 0.67 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_necrotic_forge_03.wav | bsel_necrotic_forge | 0.65 | |
| bsel_orc_burrow_01.wav | bsel_orc_burrow | 0.55 | |
| bsel_orc_burrow_02.wav | bsel_orc_burrow | 0.56 | |
| bsel_orc_burrow_03.wav | bsel_orc_burrow | 0.48 | |
| bsel_orc_fire_pit_01.wav | bsel_orc_fire_pit | 0.37 | |
| bsel_orc_fire_pit_02.wav | bsel_orc_fire_pit | 0.36 | |
| bsel_orc_fire_pit_03.wav | bsel_orc_fire_pit | 0.41 | |
| bsel_orc_war_tower_01.wav | bsel_orc_war_tower | 0.44 | |
| bsel_orc_war_tower_02.wav | bsel_orc_war_tower | 0.58 | source take was nearly silent (raised 20 dB or more) |
| bsel_orc_war_tower_03.wav | bsel_orc_war_tower | 0.66 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_orc_watch_tower_01.wav | bsel_orc_watch_tower | 0.46 | |
| bsel_orc_watch_tower_02.wav | bsel_orc_watch_tower | 0.3 | much shorter than asked (0.7 s) |
| bsel_orc_watch_tower_03.wav | bsel_orc_watch_tower | 0.68 | |
| bsel_palisade_gate_01.wav | bsel_palisade_gate | 0.52 | |
| bsel_palisade_gate_02.wav | bsel_palisade_gate | 0.38 | |
| bsel_palisade_gate_03.wav | bsel_palisade_gate | 0.45 | |
| bsel_palisade_wall_01.wav | bsel_palisade_wall | 0.33 | |
| bsel_palisade_wall_02.wav | bsel_palisade_wall | 0.59 | source take was nearly silent (raised 20 dB or more) |
| bsel_palisade_wall_03.wav | bsel_palisade_wall | 0.2 | much shorter than asked (0.6 s) |
| bsel_raft_yard_01.wav | bsel_raft_yard | 0.46 | |
| bsel_raft_yard_02.wav | bsel_raft_yard | 0.5 | |
| bsel_raft_yard_03.wav | bsel_raft_yard | 0.5 | |
| bsel_scrap_yard_01.wav | bsel_scrap_yard | 0.61 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_scrap_yard_02.wav | bsel_scrap_yard | 0.62 | |
| bsel_scrap_yard_03.wav | bsel_scrap_yard | 0.68 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_shaman_hut_01.wav | bsel_shaman_hut | 0.39 | |
| bsel_shaman_hut_02.wav | bsel_shaman_hut | 0.4 | |
| bsel_shaman_hut_03.wav | bsel_shaman_hut | 0.53 | |
| bsel_siege_workshop_01.wav | bsel_siege_workshop | 0.53 | |
| bsel_siege_workshop_02.wav | bsel_siege_workshop | 0.38 | |
| bsel_siege_workshop_03.wav | bsel_siege_workshop | 0.34 | much shorter than asked (0.7 s) |
| bsel_slaughterhouse_01.wav | bsel_slaughterhouse | 0.27 | much shorter than asked (0.7 s) |
| bsel_slaughterhouse_02.wav | bsel_slaughterhouse | 0.26 | much shorter than asked (0.7 s) |
| bsel_slaughterhouse_03.wav | bsel_slaughterhouse | 0.4 | |
| bsel_spiked_barricade_01.wav | bsel_spiked_barricade | 0.27 | much shorter than asked (0.6 s) |
| bsel_spiked_barricade_02.wav | bsel_spiked_barricade | 0.43 | |
| bsel_spiked_barricade_03.wav | bsel_spiked_barricade | 0.27 | much shorter than asked (0.6 s) |
| bsel_spiked_gate_01.wav | bsel_spiked_gate | 0.5 | |
| bsel_spiked_gate_02.wav | bsel_spiked_gate | 0.55 | |
| bsel_spiked_gate_03.wav | bsel_spiked_gate | 0.42 | |
| bsel_spirit_lodge_01.wav | bsel_spirit_lodge | 0.65 | |
| bsel_spirit_lodge_02.wav | bsel_spirit_lodge | 0.62 | |
| bsel_spirit_lodge_03.wav | bsel_spirit_lodge | 0.56 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_spirit_tower_01.wav | bsel_spirit_tower | 0.66 | |
| bsel_spirit_tower_02.wav | bsel_spirit_tower | 0.66 | |
| bsel_spirit_tower_03.wav | bsel_spirit_tower | 0.64 | |
| bsel_temple_of_the_damned_01.wav | bsel_temple_of_the_damned | 0.8 | |
| bsel_temple_of_the_damned_02.wav | bsel_temple_of_the_damned | 0.78 | |
| bsel_temple_of_the_damned_03.wav | bsel_temple_of_the_damned | 0.8 | |
| bsel_war_camp_01.wav | bsel_war_camp | 0.37 | |
| bsel_war_camp_02.wav | bsel_war_camp | 0.27 | much shorter than asked (0.7 s) |
| bsel_war_camp_03.wav | bsel_war_camp | 0.59 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_war_hut_01.wav | bsel_war_hut | 0.26 | much shorter than asked (0.7 s) |
| bsel_war_hut_02.wav | bsel_war_hut | 0.37 | |
| bsel_war_hut_03.wav | bsel_war_hut | 0.39 | |
| bsel_war_mill_01.wav | bsel_war_mill | 0.51 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| bsel_war_mill_02.wav | bsel_war_mill | 0.48 | |
| bsel_war_mill_03.wav | bsel_war_mill | 0.44 | |
| bsel_watchtower_01.wav | bsel_watchtower | 0.6 | |
| bsel_watchtower_02.wav | bsel_watchtower | 0.66 | |
| bsel_watchtower_03.wav | bsel_watchtower | 0.62 | |
| bsel_ziggurat_01.wav | bsel_ziggurat | 0.67 | |
| bsel_ziggurat_02.wav | bsel_ziggurat | 0.67 | |
| bsel_ziggurat_03.wav | bsel_ziggurat | 0.68 | |
| build_place_01.wav | build_place | 0.46 | much shorter than asked (1 s) |
| build_place_02.wav | build_place | 0.45 | much shorter than asked (1 s) |
| build_place_03.wav | build_place | 0.41 | much shorter than asked (1 s) |
| croc_bellow_01.wav | croc_bellow | 1.82 | |
| croc_bellow_02.wav | croc_bellow | 1.19 | much shorter than asked (2.4 s) |
| croc_bellow_03.wav | croc_bellow | 1.8 | |
| croc_hurt_01.wav | croc_hurt | 0.63 | |
| croc_hurt_02.wav | croc_hurt | 1 | |
| croc_hurt_03.wav | croc_hurt | 0.97 | |
| deposit_food_01.wav | deposit_food | 0.4 | |
| deposit_food_02.wav | deposit_food | 0.42 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| deposit_food_03.wav | deposit_food | 0.44 | raised more than 14 dB (source take was very quiet: noise floor comes up with it) |
| deposit_gold_01.wav | deposit_gold | 0.64 | |
| deposit_gold_02.wav | deposit_gold | 0.56 | |
| deposit_gold_03.wav | deposit_gold | 0.44 | |
| deposit_iron_01.wav | deposit_iron | 0.39 | much shorter than asked (0.8 s) |
| deposit_iron_02.wav | deposit_iron | 0.44 | |
| deposit_iron_03.wav | deposit_iron | 0.41 | |
| deposit_wood_01.wav | deposit_wood | 0.37 | much shorter than asked (0.8 s) |
| deposit_wood_02.wav | deposit_wood | 0.22 | much shorter than asked (0.8 s) |
| deposit_wood_03.wav | deposit_wood | 0.48 | |
| galli_alarm_01.wav | galli_alarm | 1.2 | |
| galli_alarm_02.wav | galli_alarm | 1.2 | |
| galli_alarm_03.wav | galli_alarm | 1.2 | |
| galli_call_01.wav | galli_call | 0.56 | much shorter than asked (1.2 s) |
| galli_call_02.wav | galli_call | 1.02 | |
| galli_call_03.wav | galli_call | 0.92 | |
| galli_death_01.wav | galli_death | 1.52 | |
| galli_death_02.wav | galli_death | 1.36 | |
| galli_hurt_01.wav | galli_hurt | 0.8 | |
| galli_hurt_02.wav | galli_hurt | 0.73 | |
| galli_hurt_03.wav | galli_hurt | 0.73 | |
| pachy_call_01.wav | pachy_call | 1.31 | |
| pachy_call_02.wav | pachy_call | 1.18 | |
| pachy_call_03.wav | pachy_call | 1.05 | |
| pachy_death_01.wav | pachy_death | 1.74 | |
| pachy_death_02.wav | pachy_death | 1.92 | |
| pachy_hurt_01.wav | pachy_hurt | 1 | |
| pachy_hurt_02.wav | pachy_hurt | 0.43 | much shorter than asked (1 s) |
| pachy_hurt_03.wav | pachy_hurt | 0.35 | much shorter than asked (1 s) |
| parasaur_alert_01.wav | parasaur_alert | 0.97 | this id also has 1 take(s) remade in round two that are not approved yet |
| parasaur_alert_03.wav | parasaur_alert | 1.2 | this id also has 1 take(s) remade in round two that are not approved yet |
| parasaur_call_v2_01.wav | parasaur_call_v2 | 2.82 | |
| parasaur_call_v2_02.wav | parasaur_call_v2 | 3.32 | |
| parasaur_call_v2_03.wav | parasaur_call_v2 | 2.19 | |
| parasaur_death_01.wav | parasaur_death | 2.09 | this id also has 1 take(s) remade in round two that are not approved yet |
| parasaur_pain_01.wav | parasaur_pain | 1.25 | |
| parasaur_pain_02.wav | parasaur_pain | 1.36 | |
| plesio_call_01.wav | plesio_call | 2.15 | |
| plesio_call_02.wav | plesio_call | 2.23 | |
| plesio_call_03.wav | plesio_call | 2.32 | |
| plesio_death_01.wav | plesio_death | 2.42 | |
| plesio_death_02.wav | plesio_death | 2.21 | |
| proto_call_v2_01.wav | proto_call_v2 | 0.58 | |
| proto_call_v2_02.wav | proto_call_v2 | 0.86 | |
| proto_call_v2_03.wav | proto_call_v2 | 0.45 | |
| quetz_call_01.wav | quetz_call | 1.35 | |
| quetz_call_02.wav | quetz_call | 1.76 | |
| quetz_call_03.wav | quetz_call | 1.76 | |
| quetz_hurt_01.wav | quetz_hurt | 0.58 | |
| quetz_hurt_02.wav | quetz_hurt | 0.59 | |
| quetz_hurt_03.wav | quetz_hurt | 0.55 | |
| rally_set_01.wav | rally_set | 0.25 | much shorter than asked (0.6 s) |
| rally_set_02.wav | rally_set | 0.16 | under 0.2 s; much shorter than asked (0.6 s) |
| rally_set_03.wav | rally_set | 0.17 | under 0.2 s; much shorter than asked (0.6 s) |
| research_complete_01.wav | research_complete | 1.62 | |
| research_complete_02.wav | research_complete | 1.53 | |
| spino_call_01.wav | spino_call | 2.79 | this id also has 1 take(s) remade in round two that are not approved yet |
| spino_call_02.wav | spino_call | 1.98 | this id also has 1 take(s) remade in round two that are not approved yet |
| spino_hurt_01.wav | spino_hurt | 0.84 | |
| spino_hurt_02.wav | spino_hurt | 1.17 | |
| spino_hurt_03.wav | spino_hurt | 0.85 | |
| spino_roar_01.wav | spino_roar | 2.15 | this id also has 2 take(s) remade in round two that are not approved yet |
| stego_call_01.wav | stego_call | 2.16 | |
| stego_call_02.wav | stego_call | 2.2 | |
| stego_call_03.wav | stego_call | 2 | |
| stego_death_01.wav | stego_death | 2.25 | this id also has 1 take(s) remade in round two that are not approved yet |
| stego_hurt_01.wav | stego_hurt | 0.9 | |
| stego_hurt_02.wav | stego_hurt | 1.04 | |
| stego_hurt_03.wav | stego_hurt | 1.02 | |
| trex_idle_01.wav | trex_idle | 3.2 | |
| trex_idle_02.wav | trex_idle | 3.15 | |
| trex_idle_03.wav | trex_idle | 3.06 | |
| trike_call_v2_01.wav | trike_call_v2 | 2.22 | |
| trike_call_v2_02.wav | trike_call_v2 | 2.11 | |
| trike_call_v2_03.wav | trike_call_v2 | 2.25 | |
| ui_chat_01.wav | ui_chat | 0.21 | much shorter than asked (0.5 s) |
| ui_chat_02.wav | ui_chat | 0.29 | |
| ui_click_01.wav | ui_click | 0.2 | much shorter than asked (0.5 s) |
| ui_click_02.wav | ui_click | 0.18 | under 0.2 s; much shorter than asked (0.5 s) |
| ui_click_03.wav | ui_click | 0.15 | under 0.2 s; much shorter than asked (0.5 s) |
| ui_error_01.wav | ui_error | 0.23 | much shorter than asked (0.5 s) |
| ui_error_02.wav | ui_error | 0.29 | |
| ui_notify_01.wav | ui_notify | 0.69 | |
| ui_notify_02.wav | ui_notify | 0.78 | |
| ui_ping_01.wav | ui_ping | 0.55 | |
| ui_ping_02.wav | ui_ping | 0.44 | |
| ui_research_01.wav | ui_research | 0.77 | |
| ui_research_02.wav | ui_research | 0.88 | |
| vo_orc_brute_annoyed_01.wav | vo_orc_brute_annoyed | 1.75 | |
| vo_orc_brute_annoyed_02.wav | vo_orc_brute_annoyed | 1.12 | |
| vo_orc_brute_attack_01.wav | vo_orc_brute_attack | 1.1 | |
| vo_orc_brute_attack_02.wav | vo_orc_brute_attack | 1.13 | |
| vo_orc_brute_attack_03.wav | vo_orc_brute_attack | 0.99 | |
| vo_orc_brute_attack_04.wav | vo_orc_brute_attack | 0.53 | |
| vo_orc_brute_order_01.wav | vo_orc_brute_order | 1.37 | |
| vo_orc_brute_order_02.wav | vo_orc_brute_order | 0.96 | |
| vo_orc_brute_order_03.wav | vo_orc_brute_order | 1.54 | |
| vo_orc_brute_order_04.wav | vo_orc_brute_order | 1.28 | |
| vo_orc_brute_select_01.wav | vo_orc_brute_select | 0.84 | |
| vo_orc_brute_select_02.wav | vo_orc_brute_select | 1.47 | |
| vo_orc_brute_select_03.wav | vo_orc_brute_select | 1.12 | |
| vo_orc_brute_select_04.wav | vo_orc_brute_select | 0.37 | |
| vo_orc_catapult_annoyed_01.wav | vo_orc_catapult_annoyed | 1.14 | |
| vo_orc_catapult_annoyed_02.wav | vo_orc_catapult_annoyed | 1.25 | |
| vo_orc_catapult_attack_01.wav | vo_orc_catapult_attack | 0.91 | |
| vo_orc_catapult_attack_02.wav | vo_orc_catapult_attack | 1.2 | |
| vo_orc_catapult_attack_03.wav | vo_orc_catapult_attack | 1.45 | |
| vo_orc_catapult_attack_04.wav | vo_orc_catapult_attack | 1.02 | |
| vo_orc_catapult_order_01.wav | vo_orc_catapult_order | 0.98 | |
| vo_orc_catapult_order_02.wav | vo_orc_catapult_order | 1.59 | |
| vo_orc_catapult_order_03.wav | vo_orc_catapult_order | 1.26 | |
| vo_orc_catapult_order_04.wav | vo_orc_catapult_order | 1.26 | |
| vo_orc_catapult_select_01.wav | vo_orc_catapult_select | 0.86 | |
| vo_orc_catapult_select_02.wav | vo_orc_catapult_select | 0.98 | |
| vo_orc_catapult_select_03.wav | vo_orc_catapult_select | 1.05 | |
| vo_orc_catapult_select_04.wav | vo_orc_catapult_select | 0.91 | |
| vo_orc_grunt_annoyed_01.wav | vo_orc_grunt_annoyed | 2.08 | |
| vo_orc_grunt_annoyed_02.wav | vo_orc_grunt_annoyed | 2.16 | |
| vo_orc_grunt_attack_01.wav | vo_orc_grunt_attack | 1.53 | |
| vo_orc_grunt_attack_02.wav | vo_orc_grunt_attack | 1.45 | |
| vo_orc_grunt_attack_03.wav | vo_orc_grunt_attack | 1.62 | |
| vo_orc_grunt_attack_04.wav | vo_orc_grunt_attack | 0.74 | |
| vo_orc_grunt_order_01.wav | vo_orc_grunt_order | 1.57 | |
| vo_orc_grunt_order_02.wav | vo_orc_grunt_order | 1.58 | |
| vo_orc_grunt_order_03.wav | vo_orc_grunt_order | 1.97 | |
| vo_orc_grunt_order_04.wav | vo_orc_grunt_order | 0.68 | |
| vo_orc_grunt_select_01.wav | vo_orc_grunt_select | 1.42 | |
| vo_orc_grunt_select_02.wav | vo_orc_grunt_select | 1.93 | |
| vo_orc_grunt_select_03.wav | vo_orc_grunt_select | 1.53 | |
| vo_orc_grunt_select_04.wav | vo_orc_grunt_select | 0.77 | |
| vo_orc_gut_skiff_annoyed_01.wav | vo_orc_gut_skiff_annoyed | 1.17 | |
| vo_orc_gut_skiff_annoyed_02.wav | vo_orc_gut_skiff_annoyed | 1.43 | |
| vo_orc_gut_skiff_gather_food_01.wav | vo_orc_gut_skiff_gather_food | 1.43 | |
| vo_orc_gut_skiff_gather_food_02.wav | vo_orc_gut_skiff_gather_food | 0.9 | |
| vo_orc_gut_skiff_gather_food_03.wav | vo_orc_gut_skiff_gather_food | 1.2 | |
| vo_orc_gut_skiff_gather_food_04.wav | vo_orc_gut_skiff_gather_food | 0.69 | |
| vo_orc_gut_skiff_order_01.wav | vo_orc_gut_skiff_order | 0.86 | |
| vo_orc_gut_skiff_order_02.wav | vo_orc_gut_skiff_order | 1.03 | |
| vo_orc_gut_skiff_order_03.wav | vo_orc_gut_skiff_order | 1.75 | |
| vo_orc_gut_skiff_order_04.wav | vo_orc_gut_skiff_order | 0.83 | |
| vo_orc_gut_skiff_select_01.wav | vo_orc_gut_skiff_select | 1.43 | |
| vo_orc_gut_skiff_select_02.wav | vo_orc_gut_skiff_select | 0.89 | |
| vo_orc_gut_skiff_select_03.wav | vo_orc_gut_skiff_select | 1.04 | |
| vo_orc_gut_skiff_select_04.wav | vo_orc_gut_skiff_select | 0.99 | |
| vo_orc_orc_shaman_annoyed_01.wav | vo_orc_orc_shaman_annoyed | 2.2 | |
| vo_orc_orc_shaman_annoyed_02.wav | vo_orc_orc_shaman_annoyed | 2.1 | |
| vo_orc_orc_shaman_attack_01.wav | vo_orc_orc_shaman_attack | 1.98 | |
| vo_orc_orc_shaman_attack_02.wav | vo_orc_orc_shaman_attack | 2.21 | |
| vo_orc_orc_shaman_attack_03.wav | vo_orc_orc_shaman_attack | 1.76 | |
| vo_orc_orc_shaman_attack_04.wav | vo_orc_orc_shaman_attack | 0.71 | |
| vo_orc_orc_shaman_order_01.wav | vo_orc_orc_shaman_order | 2.07 | |
| vo_orc_orc_shaman_order_02.wav | vo_orc_orc_shaman_order | 1.81 | |
| vo_orc_orc_shaman_order_03.wav | vo_orc_orc_shaman_order | 2.23 | |
| vo_orc_orc_shaman_order_04.wav | vo_orc_orc_shaman_order | 1.2 | |
| vo_orc_orc_shaman_select_01.wav | vo_orc_orc_shaman_select | 1.82 | |
| vo_orc_orc_shaman_select_02.wav | vo_orc_orc_shaman_select | 2.24 | |
| vo_orc_orc_shaman_select_03.wav | vo_orc_orc_shaman_select | 1.11 | |
| vo_orc_orc_shaman_select_04.wav | vo_orc_orc_shaman_select | 1.95 | |
| vo_orc_raptor_bone_rider_annoyed_01.wav | vo_orc_raptor_bone_rider_annoyed | 2.27 | |
| vo_orc_raptor_bone_rider_annoyed_02.wav | vo_orc_raptor_bone_rider_annoyed | 1.49 | |
| vo_orc_raptor_bone_rider_attack_01.wav | vo_orc_raptor_bone_rider_attack | 1.32 | |
| vo_orc_raptor_bone_rider_attack_02.wav | vo_orc_raptor_bone_rider_attack | 1.25 | |
| vo_orc_raptor_bone_rider_attack_03.wav | vo_orc_raptor_bone_rider_attack | 1.6 | |
| vo_orc_raptor_bone_rider_attack_04.wav | vo_orc_raptor_bone_rider_attack | 0.69 | |
| vo_orc_raptor_bone_rider_order_01.wav | vo_orc_raptor_bone_rider_order | 1.15 | |
| vo_orc_raptor_bone_rider_order_02.wav | vo_orc_raptor_bone_rider_order | 0.99 | |
| vo_orc_raptor_bone_rider_order_03.wav | vo_orc_raptor_bone_rider_order | 1.23 | |
| vo_orc_raptor_bone_rider_order_04.wav | vo_orc_raptor_bone_rider_order | 0.72 | |
| vo_orc_raptor_bone_rider_select_01.wav | vo_orc_raptor_bone_rider_select | 1.57 | |
| vo_orc_raptor_bone_rider_select_02.wav | vo_orc_raptor_bone_rider_select | 1.59 | |
| vo_orc_raptor_bone_rider_select_03.wav | vo_orc_raptor_bone_rider_select | 1.35 | |
| vo_orc_raptor_bone_rider_select_04.wav | vo_orc_raptor_bone_rider_select | 0.6 | |
| vo_orc_war_raft_annoyed_01.wav | vo_orc_war_raft_annoyed | 1.51 | |
| vo_orc_war_raft_annoyed_02.wav | vo_orc_war_raft_annoyed | 1.3 | |
| vo_orc_war_raft_order_01.wav | vo_orc_war_raft_order | 0.89 | |
| vo_orc_war_raft_order_02.wav | vo_orc_war_raft_order | 1.54 | |
| vo_orc_war_raft_order_03.wav | vo_orc_war_raft_order | 1.3 | |
| vo_orc_war_raft_order_04.wav | vo_orc_war_raft_order | 1.04 | |
| vo_orc_war_raft_order_05.wav | vo_orc_war_raft_order | 1.03 | |
| vo_orc_war_raft_order_06.wav | vo_orc_war_raft_order | 1.48 | |
| vo_orc_war_raft_select_01.wav | vo_orc_war_raft_select | 1.06 | |
| vo_orc_war_raft_select_02.wav | vo_orc_war_raft_select | 1.32 | |
| vo_orc_war_raft_select_03.wav | vo_orc_war_raft_select | 1.04 | |
| vo_orc_war_raft_select_04.wav | vo_orc_war_raft_select | 0.93 | |
| vo_orc_wolf_raider_annoyed_01.wav | vo_orc_wolf_raider_annoyed | 1.56 | |
| vo_orc_wolf_raider_annoyed_02.wav | vo_orc_wolf_raider_annoyed | 2.26 | |
| vo_orc_wolf_raider_attack_01.wav | vo_orc_wolf_raider_attack | 1.52 | |
| vo_orc_wolf_raider_attack_02.wav | vo_orc_wolf_raider_attack | 1.46 | |
| vo_orc_wolf_raider_attack_03.wav | vo_orc_wolf_raider_attack | 1.71 | |
| vo_orc_wolf_raider_attack_04.wav | vo_orc_wolf_raider_attack | 0.66 | |
| vo_orc_wolf_raider_order_01.wav | vo_orc_wolf_raider_order | 1.89 | |
| vo_orc_wolf_raider_order_02.wav | vo_orc_wolf_raider_order | 1.27 | |
| vo_orc_wolf_raider_order_03.wav | vo_orc_wolf_raider_order | 1.88 | |
| vo_orc_wolf_raider_order_04.wav | vo_orc_wolf_raider_order | 0.35 | |
| vo_orc_wolf_raider_select_01.wav | vo_orc_wolf_raider_select | 1.27 | |
| vo_orc_wolf_raider_select_02.wav | vo_orc_wolf_raider_select | 1.62 | |
| vo_orc_wolf_raider_select_03.wav | vo_orc_wolf_raider_select | 1.47 | |
| vo_orc_wolf_raider_select_04.wav | vo_orc_wolf_raider_select | 0.91 | |
| vo_orc_worker_attack_01.wav | vo_orc_worker_attack | 1.27 | |
| vo_orc_worker_attack_02.wav | vo_orc_worker_attack | 1.05 | |
| vo_orc_worker_attack_03.wav | vo_orc_worker_attack | 1.05 | |
| vo_orc_worker_attack_04.wav | vo_orc_worker_attack | 0.42 | |
| vo_orc_worker_order_04.wav | vo_orc_worker_order | 0.69 | |
| vo_orc_worker_select_04.wav | vo_orc_worker_select | 1.41 | |
| vo_tribe_ballista_annoyed_01.wav | vo_tribe_ballista_annoyed | 1.45 | |
| vo_tribe_ballista_annoyed_02.wav | vo_tribe_ballista_annoyed | 1.23 | |
| vo_tribe_ballista_attack_01.wav | vo_tribe_ballista_attack | 0.81 | |
| vo_tribe_ballista_attack_02.wav | vo_tribe_ballista_attack | 0.95 | |
| vo_tribe_ballista_attack_03.wav | vo_tribe_ballista_attack | 0.86 | |
| vo_tribe_ballista_attack_04.wav | vo_tribe_ballista_attack | 0.88 | |
| vo_tribe_ballista_order_01.wav | vo_tribe_ballista_order | 0.82 | |
| vo_tribe_ballista_order_02.wav | vo_tribe_ballista_order | 0.87 | |
| vo_tribe_ballista_order_03.wav | vo_tribe_ballista_order | 1.14 | |
| vo_tribe_ballista_order_04.wav | vo_tribe_ballista_order | 0.56 | |
| vo_tribe_ballista_select_01.wav | vo_tribe_ballista_select | 0.85 | |
| vo_tribe_ballista_select_02.wav | vo_tribe_ballista_select | 1.31 | |
| vo_tribe_ballista_select_03.wav | vo_tribe_ballista_select | 0.89 | |
| vo_tribe_ballista_select_04.wav | vo_tribe_ballista_select | 0.66 | |
| vo_tribe_battering_ram_annoyed_01.wav | vo_tribe_battering_ram_annoyed | 1.42 | |
| vo_tribe_battering_ram_annoyed_02.wav | vo_tribe_battering_ram_annoyed | 1.43 | |
| vo_tribe_battering_ram_attack_01.wav | vo_tribe_battering_ram_attack | 0.93 | |
| vo_tribe_battering_ram_attack_02.wav | vo_tribe_battering_ram_attack | 1 | |
| vo_tribe_battering_ram_attack_03.wav | vo_tribe_battering_ram_attack | 1.26 | |
| vo_tribe_battering_ram_attack_04.wav | vo_tribe_battering_ram_attack | 1.15 | |
| vo_tribe_battering_ram_order_01.wav | vo_tribe_battering_ram_order | 1.47 | |
| vo_tribe_battering_ram_order_02.wav | vo_tribe_battering_ram_order | 1.21 | |
| vo_tribe_battering_ram_order_03.wav | vo_tribe_battering_ram_order | 1.31 | |
| vo_tribe_battering_ram_order_04.wav | vo_tribe_battering_ram_order | 0.46 | |
| vo_tribe_battering_ram_select_01.wav | vo_tribe_battering_ram_select | 0.86 | |
| vo_tribe_battering_ram_select_02.wav | vo_tribe_battering_ram_select | 1.62 | |
| vo_tribe_battering_ram_select_03.wav | vo_tribe_battering_ram_select | 0.99 | |
| vo_tribe_battering_ram_select_04.wav | vo_tribe_battering_ram_select | 1.21 | |
| vo_tribe_ceratopsian_lancer_annoyed_01.wav | vo_tribe_ceratopsian_lancer_annoyed | 1.68 | |
| vo_tribe_ceratopsian_lancer_annoyed_02.wav | vo_tribe_ceratopsian_lancer_annoyed | 1.86 | |
| vo_tribe_ceratopsian_lancer_attack_01.wav | vo_tribe_ceratopsian_lancer_attack | 1.57 | |
| vo_tribe_ceratopsian_lancer_attack_02.wav | vo_tribe_ceratopsian_lancer_attack | 1.44 | |
| vo_tribe_ceratopsian_lancer_attack_03.wav | vo_tribe_ceratopsian_lancer_attack | 0.64 | |
| vo_tribe_ceratopsian_lancer_attack_04.wav | vo_tribe_ceratopsian_lancer_attack | 0.87 | |
| vo_tribe_ceratopsian_lancer_order_01.wav | vo_tribe_ceratopsian_lancer_order | 1.17 | |
| vo_tribe_ceratopsian_lancer_order_02.wav | vo_tribe_ceratopsian_lancer_order | 1.09 | |
| vo_tribe_ceratopsian_lancer_order_03.wav | vo_tribe_ceratopsian_lancer_order | 1.45 | |
| vo_tribe_ceratopsian_lancer_order_04.wav | vo_tribe_ceratopsian_lancer_order | 0.44 | |
| vo_tribe_ceratopsian_lancer_select_01.wav | vo_tribe_ceratopsian_lancer_select | 1.35 | |
| vo_tribe_ceratopsian_lancer_select_02.wav | vo_tribe_ceratopsian_lancer_select | 1.3 | |
| vo_tribe_ceratopsian_lancer_select_03.wav | vo_tribe_ceratopsian_lancer_select | 1.02 | |
| vo_tribe_ceratopsian_lancer_select_04.wav | vo_tribe_ceratopsian_lancer_select | 0.74 | |
| vo_tribe_clubman_annoyed_01.wav | vo_tribe_clubman_annoyed | 1.27 | |
| vo_tribe_clubman_annoyed_02.wav | vo_tribe_clubman_annoyed | 1.24 | |
| vo_tribe_clubman_attack_01.wav | vo_tribe_clubman_attack | 1.15 | |
| vo_tribe_clubman_attack_02.wav | vo_tribe_clubman_attack | 0.75 | |
| vo_tribe_clubman_attack_03.wav | vo_tribe_clubman_attack | 1.04 | |
| vo_tribe_clubman_attack_04.wav | vo_tribe_clubman_attack | 0.65 | |
| vo_tribe_clubman_order_01.wav | vo_tribe_clubman_order | 1 | |
| vo_tribe_clubman_order_02.wav | vo_tribe_clubman_order | 0.63 | |
| vo_tribe_clubman_order_03.wav | vo_tribe_clubman_order | 1.17 | |
| vo_tribe_clubman_order_04.wav | vo_tribe_clubman_order | 0.47 | |
| vo_tribe_clubman_select_01.wav | vo_tribe_clubman_select | 0.73 | |
| vo_tribe_clubman_select_02.wav | vo_tribe_clubman_select | 0.99 | |
| vo_tribe_clubman_select_03.wav | vo_tribe_clubman_select | 1.06 | |
| vo_tribe_clubman_select_04.wav | vo_tribe_clubman_select | 0.94 | |
| vo_tribe_dugout_canoe_annoyed_01.wav | vo_tribe_dugout_canoe_annoyed | 1.33 | |
| vo_tribe_dugout_canoe_annoyed_02.wav | vo_tribe_dugout_canoe_annoyed | 1.17 | |
| vo_tribe_dugout_canoe_gather_food_01.wav | vo_tribe_dugout_canoe_gather_food | 0.95 | |
| vo_tribe_dugout_canoe_gather_food_02.wav | vo_tribe_dugout_canoe_gather_food | 0.76 | |
| vo_tribe_dugout_canoe_gather_food_03.wav | vo_tribe_dugout_canoe_gather_food | 1.37 | |
| vo_tribe_dugout_canoe_gather_food_04.wav | vo_tribe_dugout_canoe_gather_food | 0.61 | |
| vo_tribe_dugout_canoe_order_01.wav | vo_tribe_dugout_canoe_order | 0.72 | |
| vo_tribe_dugout_canoe_order_02.wav | vo_tribe_dugout_canoe_order | 0.73 | |
| vo_tribe_dugout_canoe_order_03.wav | vo_tribe_dugout_canoe_order | 1.19 | |
| vo_tribe_dugout_canoe_order_04.wav | vo_tribe_dugout_canoe_order | 0.87 | |
| vo_tribe_dugout_canoe_select_01.wav | vo_tribe_dugout_canoe_select | 1.25 | |
| vo_tribe_dugout_canoe_select_02.wav | vo_tribe_dugout_canoe_select | 0.95 | |
| vo_tribe_dugout_canoe_select_03.wav | vo_tribe_dugout_canoe_select | 0.61 | |
| vo_tribe_dugout_canoe_select_04.wav | vo_tribe_dugout_canoe_select | 0.85 | |
| vo_tribe_heavy_triceratops_annoyed_01.wav | vo_tribe_heavy_triceratops_annoyed | 1.18 | |
| vo_tribe_heavy_triceratops_annoyed_02.wav | vo_tribe_heavy_triceratops_annoyed | 1.44 | |
| vo_tribe_heavy_triceratops_attack_01.wav | vo_tribe_heavy_triceratops_attack | 1.13 | |
| vo_tribe_heavy_triceratops_attack_02.wav | vo_tribe_heavy_triceratops_attack | 1.32 | |
| vo_tribe_heavy_triceratops_attack_03.wav | vo_tribe_heavy_triceratops_attack | 0.82 | |
| vo_tribe_heavy_triceratops_attack_04.wav | vo_tribe_heavy_triceratops_attack | 0.72 | |
| vo_tribe_heavy_triceratops_order_01.wav | vo_tribe_heavy_triceratops_order | 0.9 | |
| vo_tribe_heavy_triceratops_order_02.wav | vo_tribe_heavy_triceratops_order | 0.8 | |
| vo_tribe_heavy_triceratops_order_03.wav | vo_tribe_heavy_triceratops_order | 1.06 | |
| vo_tribe_heavy_triceratops_order_04.wav | vo_tribe_heavy_triceratops_order | 0.86 | |
| vo_tribe_heavy_triceratops_select_01.wav | vo_tribe_heavy_triceratops_select | 0.8 | |
| vo_tribe_heavy_triceratops_select_02.wav | vo_tribe_heavy_triceratops_select | 1.08 | |
| vo_tribe_heavy_triceratops_select_03.wav | vo_tribe_heavy_triceratops_select | 1.12 | |
| vo_tribe_heavy_triceratops_select_04.wav | vo_tribe_heavy_triceratops_select | 0.88 | |
| vo_tribe_raptor_rider_annoyed_01.wav | vo_tribe_raptor_rider_annoyed | 1.63 | |
| vo_tribe_raptor_rider_annoyed_02.wav | vo_tribe_raptor_rider_annoyed | 1.67 | |
| vo_tribe_raptor_rider_attack_01.wav | vo_tribe_raptor_rider_attack | 1.03 | |
| vo_tribe_raptor_rider_attack_02.wav | vo_tribe_raptor_rider_attack | 0.98 | |
| vo_tribe_raptor_rider_attack_03.wav | vo_tribe_raptor_rider_attack | 0.75 | |
| vo_tribe_raptor_rider_attack_04.wav | vo_tribe_raptor_rider_attack | 0.57 | |
| vo_tribe_raptor_rider_order_01.wav | vo_tribe_raptor_rider_order | 1.13 | |
| vo_tribe_raptor_rider_order_02.wav | vo_tribe_raptor_rider_order | 1.03 | |
| vo_tribe_raptor_rider_order_03.wav | vo_tribe_raptor_rider_order | 1.22 | |
| vo_tribe_raptor_rider_order_04.wav | vo_tribe_raptor_rider_order | 0.63 | |
| vo_tribe_raptor_rider_select_01.wav | vo_tribe_raptor_rider_select | 1.34 | |
| vo_tribe_raptor_rider_select_02.wav | vo_tribe_raptor_rider_select | 1.03 | |
| vo_tribe_raptor_rider_select_03.wav | vo_tribe_raptor_rider_select | 1.54 | |
| vo_tribe_raptor_rider_select_04.wav | vo_tribe_raptor_rider_select | 0.58 | |
| vo_tribe_reed_raft_annoyed_01.wav | vo_tribe_reed_raft_annoyed | 1.25 | |
| vo_tribe_reed_raft_annoyed_02.wav | vo_tribe_reed_raft_annoyed | 1.36 | |
| vo_tribe_reed_raft_order_01.wav | vo_tribe_reed_raft_order | 0.73 | |
| vo_tribe_reed_raft_order_02.wav | vo_tribe_reed_raft_order | 1.92 | |
| vo_tribe_reed_raft_order_03.wav | vo_tribe_reed_raft_order | 1.21 | |
| vo_tribe_reed_raft_order_04.wav | vo_tribe_reed_raft_order | 1.07 | |
| vo_tribe_reed_raft_order_05.wav | vo_tribe_reed_raft_order | 1.38 | |
| vo_tribe_reed_raft_order_06.wav | vo_tribe_reed_raft_order | 1.3 | |
| vo_tribe_reed_raft_select_01.wav | vo_tribe_reed_raft_select | 1.55 | |
| vo_tribe_reed_raft_select_02.wav | vo_tribe_reed_raft_select | 1.28 | |
| vo_tribe_reed_raft_select_03.wav | vo_tribe_reed_raft_select | 0.95 | |
| vo_tribe_reed_raft_select_04.wav | vo_tribe_reed_raft_select | 0.9 | |
| vo_tribe_shaman_annoyed_01.wav | vo_tribe_shaman_annoyed | 1.41 | |
| vo_tribe_shaman_annoyed_02.wav | vo_tribe_shaman_annoyed | 1.81 | |
| vo_tribe_shaman_attack_01.wav | vo_tribe_shaman_attack | 1.43 | |
| vo_tribe_shaman_attack_02.wav | vo_tribe_shaman_attack | 1.39 | |
| vo_tribe_shaman_attack_03.wav | vo_tribe_shaman_attack | 1.45 | |
| vo_tribe_shaman_attack_04.wav | vo_tribe_shaman_attack | 0.54 | |
| vo_tribe_shaman_order_01.wav | vo_tribe_shaman_order | 0.91 | |
| vo_tribe_shaman_order_02.wav | vo_tribe_shaman_order | 1.44 | |
| vo_tribe_shaman_order_03.wav | vo_tribe_shaman_order | 1.85 | |
| vo_tribe_shaman_order_04.wav | vo_tribe_shaman_order | 0.6 | |
| vo_tribe_shaman_select_01.wav | vo_tribe_shaman_select | 1.08 | |
| vo_tribe_shaman_select_02.wav | vo_tribe_shaman_select | 1.23 | |
| vo_tribe_shaman_select_03.wav | vo_tribe_shaman_select | 0.87 | |
| vo_tribe_shaman_select_04.wav | vo_tribe_shaman_select | 0.3 | |
| vo_tribe_slinger_annoyed_01.wav | vo_tribe_slinger_annoyed | 1.52 | |
| vo_tribe_slinger_annoyed_02.wav | vo_tribe_slinger_annoyed | 1.74 | |
| vo_tribe_slinger_attack_01.wav | vo_tribe_slinger_attack | 1.32 | |
| vo_tribe_slinger_attack_02.wav | vo_tribe_slinger_attack | 0.74 | |
| vo_tribe_slinger_attack_03.wav | vo_tribe_slinger_attack | 0.74 | |
| vo_tribe_slinger_attack_04.wav | vo_tribe_slinger_attack | 0.62 | |
| vo_tribe_slinger_order_01.wav | vo_tribe_slinger_order | 0.87 | |
| vo_tribe_slinger_order_02.wav | vo_tribe_slinger_order | 0.9 | |
| vo_tribe_slinger_order_03.wav | vo_tribe_slinger_order | 0.94 | |
| vo_tribe_slinger_order_04.wav | vo_tribe_slinger_order | 0.48 | |
| vo_tribe_slinger_select_01.wav | vo_tribe_slinger_select | 1.35 | |
| vo_tribe_slinger_select_02.wav | vo_tribe_slinger_select | 1.24 | |
| vo_tribe_slinger_select_03.wav | vo_tribe_slinger_select | 0.63 | |
| vo_tribe_slinger_select_04.wav | vo_tribe_slinger_select | 0.28 | |
| vo_tribe_spear_thrower_annoyed_01.wav | vo_tribe_spear_thrower_annoyed | 1.09 | |
| vo_tribe_spear_thrower_annoyed_02.wav | vo_tribe_spear_thrower_annoyed | 1.54 | |
| vo_tribe_spear_thrower_attack_01.wav | vo_tribe_spear_thrower_attack | 0.82 | |
| vo_tribe_spear_thrower_attack_02.wav | vo_tribe_spear_thrower_attack | 1.14 | |
| vo_tribe_spear_thrower_attack_03.wav | vo_tribe_spear_thrower_attack | 0.92 | |
| vo_tribe_spear_thrower_attack_04.wav | vo_tribe_spear_thrower_attack | 0.62 | |
| vo_tribe_spear_thrower_order_01.wav | vo_tribe_spear_thrower_order | 0.76 | |
| vo_tribe_spear_thrower_order_02.wav | vo_tribe_spear_thrower_order | 1.09 | |
| vo_tribe_spear_thrower_order_03.wav | vo_tribe_spear_thrower_order | 0.98 | |
| vo_tribe_spear_thrower_order_04.wav | vo_tribe_spear_thrower_order | 0.49 | |
| vo_tribe_spear_thrower_select_01.wav | vo_tribe_spear_thrower_select | 0.92 | |
| vo_tribe_spear_thrower_select_02.wav | vo_tribe_spear_thrower_select | 1.05 | |
| vo_tribe_spear_thrower_select_03.wav | vo_tribe_spear_thrower_select | 0.93 | |
| vo_tribe_spear_thrower_select_04.wav | vo_tribe_spear_thrower_select | 0.67 | |
| vo_tribe_spear_warrior_annoyed_01.wav | vo_tribe_spear_warrior_annoyed | 1.7 | |
| vo_tribe_spear_warrior_annoyed_02.wav | vo_tribe_spear_warrior_annoyed | 1.22 | |
| vo_tribe_spear_warrior_attack_01.wav | vo_tribe_spear_warrior_attack | 1.14 | |
| vo_tribe_spear_warrior_attack_02.wav | vo_tribe_spear_warrior_attack | 0.94 | |
| vo_tribe_spear_warrior_attack_03.wav | vo_tribe_spear_warrior_attack | 0.99 | |
| vo_tribe_spear_warrior_attack_04.wav | vo_tribe_spear_warrior_attack | 0.74 | |
| vo_tribe_spear_warrior_order_01.wav | vo_tribe_spear_warrior_order | 1.15 | |
| vo_tribe_spear_warrior_order_02.wav | vo_tribe_spear_warrior_order | 0.9 | |
| vo_tribe_spear_warrior_order_03.wav | vo_tribe_spear_warrior_order | 1.01 | |
| vo_tribe_spear_warrior_order_04.wav | vo_tribe_spear_warrior_order | 0.41 | |
| vo_tribe_spear_warrior_select_01.wav | vo_tribe_spear_warrior_select | 0.96 | |
| vo_tribe_spear_warrior_select_02.wav | vo_tribe_spear_warrior_select | 1.1 | |
| vo_tribe_spear_warrior_select_03.wav | vo_tribe_spear_warrior_select | 1 | |
| vo_tribe_spear_warrior_select_04.wav | vo_tribe_spear_warrior_select | 0.47 | |
| vo_tribe_stone_thrower_annoyed_01.wav | vo_tribe_stone_thrower_annoyed | 1.34 | |
| vo_tribe_stone_thrower_annoyed_02.wav | vo_tribe_stone_thrower_annoyed | 1.49 | |
| vo_tribe_stone_thrower_attack_01.wav | vo_tribe_stone_thrower_attack | 1.28 | |
| vo_tribe_stone_thrower_attack_02.wav | vo_tribe_stone_thrower_attack | 0.94 | |
| vo_tribe_stone_thrower_attack_03.wav | vo_tribe_stone_thrower_attack | 0.85 | |
| vo_tribe_stone_thrower_attack_04.wav | vo_tribe_stone_thrower_attack | 0.65 | |
| vo_tribe_stone_thrower_order_01.wav | vo_tribe_stone_thrower_order | 1.15 | |
| vo_tribe_stone_thrower_order_02.wav | vo_tribe_stone_thrower_order | 1.18 | |
| vo_tribe_stone_thrower_order_03.wav | vo_tribe_stone_thrower_order | 1.16 | |
| vo_tribe_stone_thrower_order_04.wav | vo_tribe_stone_thrower_order | 0.48 | |
| vo_tribe_stone_thrower_select_01.wav | vo_tribe_stone_thrower_select | 1.24 | |
| vo_tribe_stone_thrower_select_02.wav | vo_tribe_stone_thrower_select | 0.98 | |
| vo_tribe_stone_thrower_select_03.wav | vo_tribe_stone_thrower_select | 1.07 | |
| vo_tribe_stone_thrower_select_04.wav | vo_tribe_stone_thrower_select | 0.93 | |
| vo_tribe_worker_attack_01.wav | vo_tribe_worker_attack | 0.71 | |
| vo_tribe_worker_attack_02.wav | vo_tribe_worker_attack | 1.03 | |
| vo_tribe_worker_attack_03.wav | vo_tribe_worker_attack | 1.02 | |
| vo_tribe_worker_attack_04.wav | vo_tribe_worker_attack | 1.01 | |
| vo_tribe_worker_order_04.wav | vo_tribe_worker_order | 0.78 | |
| vo_tribe_worker_select_04.wav | vo_tribe_worker_select | 0.61 | |
| vo_undead_abomination_annoyed_01.wav | vo_undead_abomination_annoyed | 2.2 | |
| vo_undead_abomination_annoyed_02.wav | vo_undead_abomination_annoyed | 2.28 | |
| vo_undead_abomination_attack_01.wav | vo_undead_abomination_attack | 1.36 | |
| vo_undead_abomination_attack_02.wav | vo_undead_abomination_attack | 2.02 | |
| vo_undead_abomination_attack_03.wav | vo_undead_abomination_attack | 2.21 | |
| vo_undead_abomination_attack_04.wav | vo_undead_abomination_attack | 1.13 | |
| vo_undead_abomination_order_01.wav | vo_undead_abomination_order | 1.01 | |
| vo_undead_abomination_order_02.wav | vo_undead_abomination_order | 2.2 | |
| vo_undead_abomination_order_03.wav | vo_undead_abomination_order | 1.9 | |
| vo_undead_abomination_order_04.wav | vo_undead_abomination_order | 0.94 | |
| vo_undead_abomination_select_01.wav | vo_undead_abomination_select | 1.98 | |
| vo_undead_abomination_select_02.wav | vo_undead_abomination_select | 1.49 | |
| vo_undead_abomination_select_03.wav | vo_undead_abomination_select | 1.69 | |
| vo_undead_abomination_select_04.wav | vo_undead_abomination_select | 1.02 | |
| vo_undead_bone_barge_annoyed_01.wav | vo_undead_bone_barge_annoyed | 1.27 | |
| vo_undead_bone_barge_annoyed_02.wav | vo_undead_bone_barge_annoyed | 1.43 | |
| vo_undead_bone_barge_order_01.wav | vo_undead_bone_barge_order | 0.97 | |
| vo_undead_bone_barge_order_02.wav | vo_undead_bone_barge_order | 1.71 | |
| vo_undead_bone_barge_order_03.wav | vo_undead_bone_barge_order | 1.14 | |
| vo_undead_bone_barge_order_04.wav | vo_undead_bone_barge_order | 1.47 | |
| vo_undead_bone_barge_order_05.wav | vo_undead_bone_barge_order | 1.35 | |
| vo_undead_bone_barge_order_06.wav | vo_undead_bone_barge_order | 1.3 | |
| vo_undead_bone_barge_select_01.wav | vo_undead_bone_barge_select | 1.17 | |
| vo_undead_bone_barge_select_02.wav | vo_undead_bone_barge_select | 1.91 | |
| vo_undead_bone_barge_select_03.wav | vo_undead_bone_barge_select | 1.18 | |
| vo_undead_bone_barge_select_04.wav | vo_undead_bone_barge_select | 0.87 | |
| vo_undead_bone_raptor_annoyed_01.wav | vo_undead_bone_raptor_annoyed | 1.42 | |
| vo_undead_bone_raptor_annoyed_02.wav | vo_undead_bone_raptor_annoyed | 1.31 | |
| vo_undead_bone_raptor_attack_01.wav | vo_undead_bone_raptor_attack | 0.69 | |
| vo_undead_bone_raptor_attack_02.wav | vo_undead_bone_raptor_attack | 0.79 | |
| vo_undead_bone_raptor_attack_03.wav | vo_undead_bone_raptor_attack | 0.86 | |
| vo_undead_bone_raptor_attack_04.wav | vo_undead_bone_raptor_attack | 0.59 | |
| vo_undead_bone_raptor_order_01.wav | vo_undead_bone_raptor_order | 0.75 | |
| vo_undead_bone_raptor_order_02.wav | vo_undead_bone_raptor_order | 0.91 | |
| vo_undead_bone_raptor_order_03.wav | vo_undead_bone_raptor_order | 0.65 | |
| vo_undead_bone_raptor_order_04.wav | vo_undead_bone_raptor_order | 0.74 | |
| vo_undead_bone_raptor_select_01.wav | vo_undead_bone_raptor_select | 0.99 | |
| vo_undead_bone_raptor_select_02.wav | vo_undead_bone_raptor_select | 1.01 | |
| vo_undead_bone_raptor_select_03.wav | vo_undead_bone_raptor_select | 0.77 | |
| vo_undead_bone_raptor_select_04.wav | vo_undead_bone_raptor_select | 0.87 | |
| vo_undead_death_rider_annoyed_01.wav | vo_undead_death_rider_annoyed | 2.21 | |
| vo_undead_death_rider_annoyed_02.wav | vo_undead_death_rider_annoyed | 1.38 | |
| vo_undead_death_rider_attack_01.wav | vo_undead_death_rider_attack | 1.43 | |
| vo_undead_death_rider_attack_02.wav | vo_undead_death_rider_attack | 1.82 | |
| vo_undead_death_rider_attack_03.wav | vo_undead_death_rider_attack | 1.29 | |
| vo_undead_death_rider_attack_04.wav | vo_undead_death_rider_attack | 1.13 | |
| vo_undead_death_rider_order_01.wav | vo_undead_death_rider_order | 1.13 | |
| vo_undead_death_rider_order_02.wav | vo_undead_death_rider_order | 1 | |
| vo_undead_death_rider_order_03.wav | vo_undead_death_rider_order | 1.42 | |
| vo_undead_death_rider_order_04.wav | vo_undead_death_rider_order | 0.6 | |
| vo_undead_death_rider_select_01.wav | vo_undead_death_rider_select | 1.49 | |
| vo_undead_death_rider_select_02.wav | vo_undead_death_rider_select | 1.52 | |
| vo_undead_death_rider_select_03.wav | vo_undead_death_rider_select | 1.32 | |
| vo_undead_death_rider_select_04.wav | vo_undead_death_rider_select | 1.09 | |
| vo_undead_dread_lich_annoyed_01.wav | vo_undead_dread_lich_annoyed | 1.97 | |
| vo_undead_dread_lich_annoyed_02.wav | vo_undead_dread_lich_annoyed | 1.88 | |
| vo_undead_dread_lich_annoyed_03.wav | vo_undead_dread_lich_annoyed | 2.27 | |
| vo_undead_dread_lich_attack_01.wav | vo_undead_dread_lich_attack | 1.35 | |
| vo_undead_dread_lich_attack_02.wav | vo_undead_dread_lich_attack | 1.51 | |
| vo_undead_dread_lich_attack_03.wav | vo_undead_dread_lich_attack | 1.28 | |
| vo_undead_dread_lich_attack_04.wav | vo_undead_dread_lich_attack | 1.35 | |
| vo_undead_dread_lich_attack_05.wav | vo_undead_dread_lich_attack | 0.61 | |
| vo_undead_dread_lich_attack_06.wav | vo_undead_dread_lich_attack | 1.66 | |
| vo_undead_dread_lich_order_01.wav | vo_undead_dread_lich_order | 1.19 | |
| vo_undead_dread_lich_order_02.wav | vo_undead_dread_lich_order | 0.84 | |
| vo_undead_dread_lich_order_03.wav | vo_undead_dread_lich_order | 1.02 | |
| vo_undead_dread_lich_order_04.wav | vo_undead_dread_lich_order | 1.38 | |
| vo_undead_dread_lich_order_05.wav | vo_undead_dread_lich_order | 0.94 | |
| vo_undead_dread_lich_order_06.wav | vo_undead_dread_lich_order | 1.8 | |
| vo_undead_dread_lich_select_01.wav | vo_undead_dread_lich_select | 1.35 | |
| vo_undead_dread_lich_select_02.wav | vo_undead_dread_lich_select | 1.53 | |
| vo_undead_dread_lich_select_03.wav | vo_undead_dread_lich_select | 1.51 | |
| vo_undead_dread_lich_select_04.wav | vo_undead_dread_lich_select | 1.3 | |
| vo_undead_ghoul_annoyed_01.wav | vo_undead_ghoul_annoyed | 1.61 | |
| vo_undead_ghoul_annoyed_02.wav | vo_undead_ghoul_annoyed | 1.95 | |
| vo_undead_ghoul_attack_01.wav | vo_undead_ghoul_attack | 1.23 | |
| vo_undead_ghoul_attack_02.wav | vo_undead_ghoul_attack | 1.44 | |
| vo_undead_ghoul_attack_03.wav | vo_undead_ghoul_attack | 1.25 | |
| vo_undead_ghoul_attack_04.wav | vo_undead_ghoul_attack | 0.74 | |
| vo_undead_ghoul_order_01.wav | vo_undead_ghoul_order | 0.86 | |
| vo_undead_ghoul_order_02.wav | vo_undead_ghoul_order | 1.27 | |
| vo_undead_ghoul_order_03.wav | vo_undead_ghoul_order | 2.15 | |
| vo_undead_ghoul_order_04.wav | vo_undead_ghoul_order | 0.83 | |
| vo_undead_ghoul_select_01.wav | vo_undead_ghoul_select | 1.53 | |
| vo_undead_ghoul_select_02.wav | vo_undead_ghoul_select | 1.41 | |
| vo_undead_ghoul_select_03.wav | vo_undead_ghoul_select | 1.11 | |
| vo_undead_ghoul_select_04.wav | vo_undead_ghoul_select | 2.06 | |
| vo_undead_meat_wagon_annoyed_01.wav | vo_undead_meat_wagon_annoyed | 1.4 | |
| vo_undead_meat_wagon_annoyed_02.wav | vo_undead_meat_wagon_annoyed | 1.72 | |
| vo_undead_meat_wagon_attack_01.wav | vo_undead_meat_wagon_attack | 1.12 | |
| vo_undead_meat_wagon_attack_02.wav | vo_undead_meat_wagon_attack | 1.28 | |
| vo_undead_meat_wagon_attack_03.wav | vo_undead_meat_wagon_attack | 1.11 | |
| vo_undead_meat_wagon_attack_04.wav | vo_undead_meat_wagon_attack | 0.87 | |
| vo_undead_meat_wagon_order_01.wav | vo_undead_meat_wagon_order | 2.24 | |
| vo_undead_meat_wagon_order_02.wav | vo_undead_meat_wagon_order | 1.54 | |
| vo_undead_meat_wagon_order_03.wav | vo_undead_meat_wagon_order | 1.83 | |
| vo_undead_meat_wagon_order_04.wav | vo_undead_meat_wagon_order | 0.9 | |
| vo_undead_meat_wagon_select_01.wav | vo_undead_meat_wagon_select | 1.84 | |
| vo_undead_meat_wagon_select_02.wav | vo_undead_meat_wagon_select | 1.2 | |
| vo_undead_meat_wagon_select_03.wav | vo_undead_meat_wagon_select | 1.52 | |
| vo_undead_meat_wagon_select_04.wav | vo_undead_meat_wagon_select | 1.09 | |
| vo_undead_necromancer_annoyed_01.wav | vo_undead_necromancer_annoyed | 1.67 | |
| vo_undead_necromancer_annoyed_02.wav | vo_undead_necromancer_annoyed | 1.96 | |
| vo_undead_necromancer_attack_01.wav | vo_undead_necromancer_attack | 1.24 | |
| vo_undead_necromancer_attack_02.wav | vo_undead_necromancer_attack | 1.12 | |
| vo_undead_necromancer_attack_03.wav | vo_undead_necromancer_attack | 1.49 | |
| vo_undead_necromancer_attack_04.wav | vo_undead_necromancer_attack | 0.73 | |
| vo_undead_necromancer_order_01.wav | vo_undead_necromancer_order | 1.36 | |
| vo_undead_necromancer_order_02.wav | vo_undead_necromancer_order | 1.14 | |
| vo_undead_necromancer_order_03.wav | vo_undead_necromancer_order | 1.32 | |
| vo_undead_necromancer_order_04.wav | vo_undead_necromancer_order | 0.8 | |
| vo_undead_necromancer_select_01.wav | vo_undead_necromancer_select | 1.25 | |
| vo_undead_necromancer_select_02.wav | vo_undead_necromancer_select | 1.32 | |
| vo_undead_necromancer_select_03.wav | vo_undead_necromancer_select | 1.41 | |
| vo_undead_necromancer_select_04.wav | vo_undead_necromancer_select | 0.65 | |
| vo_undead_risen_parasaur_annoyed_01.wav | vo_undead_risen_parasaur_annoyed | 1.55 | |
| vo_undead_risen_parasaur_annoyed_02.wav | vo_undead_risen_parasaur_annoyed | 1.37 | |
| vo_undead_risen_parasaur_attack_01.wav | vo_undead_risen_parasaur_attack | 1.05 | |
| vo_undead_risen_parasaur_attack_02.wav | vo_undead_risen_parasaur_attack | 1.04 | |
| vo_undead_risen_parasaur_attack_03.wav | vo_undead_risen_parasaur_attack | 1.05 | |
| vo_undead_risen_parasaur_attack_04.wav | vo_undead_risen_parasaur_attack | 0.9 | |
| vo_undead_risen_parasaur_order_01.wav | vo_undead_risen_parasaur_order | 1.04 | |
| vo_undead_risen_parasaur_order_02.wav | vo_undead_risen_parasaur_order | 0.78 | |
| vo_undead_risen_parasaur_order_03.wav | vo_undead_risen_parasaur_order | 0.86 | |
| vo_undead_risen_parasaur_order_04.wav | vo_undead_risen_parasaur_order | 1 | |
| vo_undead_risen_parasaur_select_01.wav | vo_undead_risen_parasaur_select | 1.19 | |
| vo_undead_risen_parasaur_select_02.wav | vo_undead_risen_parasaur_select | 1.22 | |
| vo_undead_risen_parasaur_select_03.wav | vo_undead_risen_parasaur_select | 1.24 | |
| vo_undead_risen_parasaur_select_04.wav | vo_undead_risen_parasaur_select | 1.28 | |
| vo_undead_risen_protoceratops_annoyed_01.wav | vo_undead_risen_protoceratops_annoyed | 1.22 | |
| vo_undead_risen_protoceratops_annoyed_02.wav | vo_undead_risen_protoceratops_annoyed | 1.27 | |
| vo_undead_risen_protoceratops_attack_01.wav | vo_undead_risen_protoceratops_attack | 1 | |
| vo_undead_risen_protoceratops_attack_02.wav | vo_undead_risen_protoceratops_attack | 0.88 | |
| vo_undead_risen_protoceratops_attack_03.wav | vo_undead_risen_protoceratops_attack | 0.87 | |
| vo_undead_risen_protoceratops_attack_04.wav | vo_undead_risen_protoceratops_attack | 0.79 | |
| vo_undead_risen_protoceratops_order_01.wav | vo_undead_risen_protoceratops_order | 0.95 | |
| vo_undead_risen_protoceratops_order_02.wav | vo_undead_risen_protoceratops_order | 0.93 | |
| vo_undead_risen_protoceratops_order_03.wav | vo_undead_risen_protoceratops_order | 1 | |
| vo_undead_risen_protoceratops_order_04.wav | vo_undead_risen_protoceratops_order | 0.9 | |
| vo_undead_risen_protoceratops_select_01.wav | vo_undead_risen_protoceratops_select | 1 | |
| vo_undead_risen_protoceratops_select_02.wav | vo_undead_risen_protoceratops_select | 0.85 | |
| vo_undead_risen_protoceratops_select_03.wav | vo_undead_risen_protoceratops_select | 0.61 | |
| vo_undead_risen_protoceratops_select_04.wav | vo_undead_risen_protoceratops_select | 0.9 | |
| vo_undead_risen_triceratops_annoyed_01.wav | vo_undead_risen_triceratops_annoyed | 1.68 | |
| vo_undead_risen_triceratops_annoyed_02.wav | vo_undead_risen_triceratops_annoyed | 1.68 | |
| vo_undead_risen_triceratops_attack_01.wav | vo_undead_risen_triceratops_attack | 1.16 | |
| vo_undead_risen_triceratops_attack_02.wav | vo_undead_risen_triceratops_attack | 1 | |
| vo_undead_risen_triceratops_attack_03.wav | vo_undead_risen_triceratops_attack | 1.3 | |
| vo_undead_risen_triceratops_attack_04.wav | vo_undead_risen_triceratops_attack | 1.25 | |
| vo_undead_risen_triceratops_order_01.wav | vo_undead_risen_triceratops_order | 1.36 | |
| vo_undead_risen_triceratops_order_02.wav | vo_undead_risen_triceratops_order | 1.28 | |
| vo_undead_risen_triceratops_order_03.wav | vo_undead_risen_triceratops_order | 1.05 | |
| vo_undead_risen_triceratops_order_04.wav | vo_undead_risen_triceratops_order | 1.24 | |
| vo_undead_risen_triceratops_select_01.wav | vo_undead_risen_triceratops_select | 1.18 | |
| vo_undead_risen_triceratops_select_02.wav | vo_undead_risen_triceratops_select | 0.72 | |
| vo_undead_risen_triceratops_select_03.wav | vo_undead_risen_triceratops_select | 1.01 | |
| vo_undead_risen_triceratops_select_04.wav | vo_undead_risen_triceratops_select | 1.25 | |
| vo_undead_risen_tyrant_annoyed_01.wav | vo_undead_risen_tyrant_annoyed | 1.88 | |
| vo_undead_risen_tyrant_annoyed_02.wav | vo_undead_risen_tyrant_annoyed | 1.49 | |
| vo_undead_risen_tyrant_attack_01.wav | vo_undead_risen_tyrant_attack | 1.42 | |
| vo_undead_risen_tyrant_attack_02.wav | vo_undead_risen_tyrant_attack | 1.67 | |
| vo_undead_risen_tyrant_attack_03.wav | vo_undead_risen_tyrant_attack | 1.62 | |
| vo_undead_risen_tyrant_attack_04.wav | vo_undead_risen_tyrant_attack | 1.62 | |
| vo_undead_risen_tyrant_order_01.wav | vo_undead_risen_tyrant_order | 1.44 | |
| vo_undead_risen_tyrant_order_02.wav | vo_undead_risen_tyrant_order | 1.48 | |
| vo_undead_risen_tyrant_order_03.wav | vo_undead_risen_tyrant_order | 1.48 | |
| vo_undead_risen_tyrant_order_04.wav | vo_undead_risen_tyrant_order | 1.47 | |
| vo_undead_risen_tyrant_select_01.wav | vo_undead_risen_tyrant_select | 1.56 | |
| vo_undead_risen_tyrant_select_02.wav | vo_undead_risen_tyrant_select | 1.49 | |
| vo_undead_risen_tyrant_select_03.wav | vo_undead_risen_tyrant_select | 1.54 | |
| vo_undead_risen_tyrant_select_04.wav | vo_undead_risen_tyrant_select | 1.48 | |
| vo_undead_skeleton_archer_annoyed_01.wav | vo_undead_skeleton_archer_annoyed | 1.04 | |
| vo_undead_skeleton_archer_annoyed_02.wav | vo_undead_skeleton_archer_annoyed | 1.6 | |
| vo_undead_skeleton_archer_attack_01.wav | vo_undead_skeleton_archer_attack | 1.39 | |
| vo_undead_skeleton_archer_attack_02.wav | vo_undead_skeleton_archer_attack | 1.02 | |
| vo_undead_skeleton_archer_attack_03.wav | vo_undead_skeleton_archer_attack | 1.54 | |
| vo_undead_skeleton_archer_attack_04.wav | vo_undead_skeleton_archer_attack | 0.8 | |
| vo_undead_skeleton_archer_order_01.wav | vo_undead_skeleton_archer_order | 0.96 | |
| vo_undead_skeleton_archer_order_02.wav | vo_undead_skeleton_archer_order | 1.1 | |
| vo_undead_skeleton_archer_order_03.wav | vo_undead_skeleton_archer_order | 1.22 | |
| vo_undead_skeleton_archer_order_04.wav | vo_undead_skeleton_archer_order | 1.3 | |
| vo_undead_skeleton_archer_select_01.wav | vo_undead_skeleton_archer_select | 2.09 | |
| vo_undead_skeleton_archer_select_02.wav | vo_undead_skeleton_archer_select | 1.37 | |
| vo_undead_skeleton_archer_select_03.wav | vo_undead_skeleton_archer_select | 1.41 | |
| vo_undead_skeleton_archer_select_04.wav | vo_undead_skeleton_archer_select | 0.57 | |
| vo_undead_soul_reaper_annoyed_01.wav | vo_undead_soul_reaper_annoyed | 1.42 | |
| vo_undead_soul_reaper_annoyed_02.wav | vo_undead_soul_reaper_annoyed | 1.44 | |
| vo_undead_soul_reaper_order_01.wav | vo_undead_soul_reaper_order | 0.81 | |
| vo_undead_soul_reaper_order_02.wav | vo_undead_soul_reaper_order | 0.94 | |
| vo_undead_soul_reaper_order_03.wav | vo_undead_soul_reaper_order | 1.16 | |
| vo_undead_soul_reaper_order_04.wav | vo_undead_soul_reaper_order | 1.2 | |
| vo_undead_soul_reaper_order_05.wav | vo_undead_soul_reaper_order | 1.39 | |
| vo_undead_soul_reaper_order_06.wav | vo_undead_soul_reaper_order | 1.83 | |
| vo_undead_soul_reaper_select_01.wav | vo_undead_soul_reaper_select | 1.35 | |
| vo_undead_soul_reaper_select_02.wav | vo_undead_soul_reaper_select | 1.3 | |
| vo_undead_soul_reaper_select_03.wav | vo_undead_soul_reaper_select | 1.17 | |
| vo_undead_soul_reaper_select_04.wav | vo_undead_soul_reaper_select | 0.99 | |
| vo_undead_worker_attack_01.wav | vo_undead_worker_attack | 2.21 | |
| vo_undead_worker_attack_02.wav | vo_undead_worker_attack | 2.43 | |
| vo_undead_worker_attack_03.wav | vo_undead_worker_attack | 1.5 | |
| vo_undead_worker_attack_04.wav | vo_undead_worker_attack | 1.69 | |
| vo_undead_worker_order_04.wav | vo_undead_worker_order | 2.16 | |
| vo_undead_worker_select_04.wav | vo_undead_worker_select | 2.13 |