Sen
Dark Souls Sound Design - Ceaseless Discharge (+Sped Up)
updated
Happy International Dog Day. This is yet another random ass video, like that one I made with DS1 hollow sounds. Here you might find a showcase of dog audio from DeS to Sekiro.
The video contains:
00:10 - DeS - Military Dog
00:25 - DS1 - Undead Dog
00:55 - DS1 - Flaming Dog
01:35 - DS1 - Abyss Dog
02:00 - DS2 - Hunting Dog
02:20 - DS2 - Undead Dog/Frost Dog
02:55 - BB - Rabid Dog/Watchdog
04:35 - BB - Crow Dog
05:25 - BB - Hunting Dog
06:35 - BB - Demon Dog
07:10 - BB - Fish Dog
08:00 - DS3 - Undead Dog/Pregnant Dog/Irithyll Slave Dog
09:30 - Sekiro - Dog/Shinobi Dog
10:20 - Sekiro - Palace Dog
Special credits: that fucker at 2:15
BB images thanks to: bloodborne-wiki.com and ico
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Very cool stuff. I am fairly sure the audio used for their hostile moves is the classic male audio shared with Flamelurker, Pontiff Sulyvahn, Gundyr and many others, while the screams are shared with Sekiro's Shichimen warriors and Headless. However, the editing and mixing present is quite unique, fitting these hulking, nightmarish, cosmic giants.
00:05 - Breath
00:27 - Movement
00:35 - Hostile (Grab, Attacks, Scream, Hurt, Death)
01:32 - Bell & Magic
Images thanks to: bloodborne-wiki.com and ico
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➜ ko-fi.com/sneesnee
Cleanrot Knights only feature breathing audio, which admittedly is not the most used one, and magic that is shared with essentially every enemy that does miracles. It wouldn't be farfetched to say that the magic sounds featured in this video have been all showcased before in this channel.
00:10 - Breath
00:18 - Clank & Magic
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She's a yapper, as you can surmise by the video length. Around 170 lines, all in all, which puts her above average when compared to most Elden Ring NPCs. I have no idea how much of this is used and how much it isn't. The documentation online covering remembrance stories is so scarce, and so seemingly superficial, I'm shocked.
The very few lines marked by yellow lines are meant to signify that said lines are unused, but they are merely variations.
00:00 - Generic Lines
01:35 - Duchess Remembrance
03:30 - Revenant Remembrance
05:10 - Guardian Remembrance
07:25 - Guardian Remembrance, Ending
08:50 - Wylder Remembrance
10:00 - Recluse Remembrance
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➜ ko-fi.com/sneesnee
Karma of Daythunder is a visual delight and a sound design marvel. Both relevant to their lore and appearance, the blacktide-corrupted titan makes a final stand as the Daythunder Knight, inflicting its own robotical rot upon us. The corrupted, broken sounds reflect their circumstance, with the fictional language voice becoming erratic, filled with anger and making Aquila the best boss fight I've experienced in 2025, sound design wise.
Props to Katiana Sarkissian on her incredible voice performance as well.
00:00 - Third Phase
00:30 - Voice Collection I
01:00 - Attack I
01:10 - Voice Collection II - Seliose
01:50 - Attack II
02:10 - Voice Collection III - Seliose
03:25 - Death
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➜ ko-fi.com/sneesnee
The Eye of Twilight features some of the best sound design I had the pleasure of listening to. Not only is it a great fight, but also an audiovisual spectacle. The birdlike effects, mixed with the robotic synths reminding us what this titan really is, and the creepy, genuinely unsettling and well acted double voice make up for a unique experience.
Needless to say, this is the first video I make on my sound design series that is not related to FROM Software. I would hope that those who follow this channel do it for the love of sound design, not just a single videogame company.
00:00 - 1st Phase
00:25 - Voice Collection I
03:30 - 2nd Phase
04:00 - Voice Collection II
08:05 - Hurt / Stunned
08:30 - Attacks
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The yellowish subtitles indicate what I think are unused variations for the dialogues featured.
The chromatic aberration in this game is horrifyingly disgusting.
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The sleepy, poisonous dragon shares many of its tracks with previous members of its species, such as Gaping, Flying, or Hellkite dragons, as well as future members, such as Lothric wyverns. It however has a certain uniqueness to it, albeit this can be said for most sound design in this game.
00:00 - Intro
00:30 - Idle & Breath
00:45 - Hostile
01:05 - Death
01:10 - Magic
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I did realize I haven't uploaded anything canine, so this should be a very encompassing first. Greatwolf is a good choice, since it features most audio found in canid creatures. It also has very nice howling sounds.
00:10 - Breath
00:18 - Howl
00:35 - Hostile (Attack, Hurt, Death)
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➜ ko-fi.com/sneesnee
The Carthus Sandworm is a great creature design, with its skeletal body containing the... somehow processed flesh of those it has eaten, and its lightning and clear inspiration on the mythical Mongolian creature. Sound-wise, it's alright. It has a lot of screams, shared with many beasts in the same game, such as dragons or, to put it broadly, most 'large beast' types.
As a funny lil note, you can hear its idle audio while it's below the ground. It has a very large sound area, making it easy to hear even from beyond the closest bonfire.
00:10 - Idle
00:18 - Hostile (Attack, Hurt, Death)
00:58 - Magic
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Otherwise, though, they are fairly normal when it comes to the basic types of Undead in this game.
00:10 - Chains
00:25 - Breath
00:45 - Hostile, Casting, Screams
01:14 - Hurt & Death
01:30 - Magic
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Dancing Lion shares its sounds with many beasts, going back from multiple Bloodborne creatures and alongside other Elden Ring companions, such as Maliketh.
I have included a lot of the magic, wind, lightning... as well as the mouth noises. Enjoy!
00:10 - Idle & Breath
00:45 - Hostile (Attack, Hurt, Death, Mouth)
01:20 - Magic
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Similar to other characters, such as Niall or the Kaiden riders, Romina was supposed to have combat voicelines at some point, most likely during her phase transition. Emma Ballantine seems to have been credited, which makes it funnier for me considering I'm an avid Arknights player.
The rest of the audio... it's alright. The breathing is shared with almost every female ever made for these games, while the hurt noises likely belong to some library... that is not to say they're not good, though. In the centipede category, the usual insect sounds can be found alongside her wing audio. Kindred of Rot share the same sounds.
Magic wise, there's some cool stuff in there, as it is customary in FROM's sound design.
It's also kinda funny how the centipede legs clip into themselves. Definitely not something you're supposed to look at.
00:10 - Cut Dialogue
00:17 - Breath
00:29 - Hurt & Death
00:45 - Centipede (and Romina's wings)
01:17 - Magic
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Not much to say here today. It features all your screamy bestial noises you'd expect. Likely same soundbank as Cleric Beast and all other beasts in the game. Maybe shares things with the DS3 Lycanthropes too, not too sure.
00:05 - Idle
00:20 - Hostile (Attack, Hurt, Scream, Death)
01:50 - Magic (Skin stuff, poison)
Images thanks to: bloodborne-wiki.com, ico and MoonlightGhost
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➜ ko-fi.com/sneesnee
On the cut content, sadly a large part of the cut dialogue has no recorded audio. What's there is very nice to hear, though.
Radahn's sounds are included here, but I was tempted to not include them at all. It's simply already covered by his own video. All of it is still part of the sound library most male bosses share (Gundyr, Allant, Flamelurker, Pontiff, and more).
The highlight of this encounter's sound design is the magic. Loving the spell audio here. We have an ethereal, holy, mystical vibe going on, and I'm all for it.
00:10 - Memory
00:25 - Dialogue (1st Phase)
01:00 - Breath
01:12 - Hostile (Attack, Hurt, Death) & Weapon
02:10 - Dialogue (2nd Phase)
02:40 - Cut Dialogue
03:45 - Combat Dialogue
04:10 - Magic
06:00 - End
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The audio for Great Soul Dregs, like most miracles and spells, is comprised of multiple tracks. In this case, you have the original Miracle audio from DS, combined with the windy noise of the spell bullet.
In this video, first I showcase the tracks used, and then, the actual ingame audio, free of noise. This comes in two versions: one where the projectile collides, and another where it doesn't.
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It is practically a King Allant reskin, both in animations and audio. It is, however, now archived on this channel :)
00:10 - Attack
00:20 - Hurt & Death
00:27 - Death
00:30 - Magic
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➜ ko-fi.com/sneesnee
They share audio with other burly male enemies, such as the Giants.
00:10 - Attack
00:16 - Hurt
00:20 - Death
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Unfortunately, the Miquella cut line has no recorded audio, so unless someone wants to sneak into FROM's offices and check their vault, voiceless it shall remain. A couple of other recorded lines exist, featured in the video, which I have placed where they would most likely go.
While I love his design, there is not much to say on his audio. The exception would be the serpent tracks, which I'm particularly fond of. I will say as well that his breathing sounds are reused and shared with a couple of notable figures in the Souls repertoire, such as Artorias.
00:05 - Dialogue (1st Phase)
00:55 - Dialogue (2nd Phase)
02:05 - Breath
02:12 - Hostile & Weapon
02:30 - Abyssal Serpent (Movement, Hiss, Attack)
03:30 - Magic & Fire
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➜ ko-fi.com/sneesnee
Metyr has unique vocalized sounds, albeit not many, and a lot of cool magic. Some of it is reused, mainly the lightning, and some seem new, although she might share a bunch with Astel. Not included are the sounds she produces when "vomiting" little hand enemies. If you want to hear those, you can head to the sound design video on the Wormfaces, on this channel, since they are the exact same tracks.
I also had fun taking screenshots, as the thumbnail might suggest.
00:10 - Breath
00:27 - Movement
00:35 - Hostile (Attack, Hurt, Death)
01:07 - Magic, Lightning, Void
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➜ ko-fi.com/sneesnee
Anyway. Fire Giant has cool sounds. You will notice some are repeated, because even when nobody was going to ever hear the difference, they made sure that depending on how far he is, he'll play "echoey" or "near" sounds. I cannot think of any soundbank that sounds similar at the moment, so I'm willing to say the use of this one might be a new thing for FROM. But I'd hold my horses.
The latter part of the video has fire sounds. Nothing special as usual except for the two very last sounds of the video, which are cool pitch-shifted fire-casting sounds!
00:10 - Breath & Idle
00:30 - Hostile (Attack, Hurt, Alert, etc)
02:08 - Shield
02:25 - Scream (Attack, Death, Agitated, etc)
03:40 - Magic
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No cut dialogue. As Irina, not even a second take on any of the lines. Feels like Castle Morne was very set in stone unlike other areas.
Irina's short encounter had around 40 lines, and Edgar has only a few more, with 56.
00:20 - Meeting Edgar
01:05 - Irina's letter
01:35 - Attacked (Before Sword of Morne)
02:00 - Recovering the Sword
02:30 - Attacked (After Sword of Morne)
02:55 - Duty over Blood
03:30 - Attacked (Ending)
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➜ ko-fi.com/sneesnee
Surprisingly she has no cut dialogue. Not even a second take on any of the lines. That's impressive by ER cut dialogue standards.
Since she has a very short encounter, she only musters up around 40 lines. Obviously, Hyetta has *way* more.
00:10 - Meeting Irina
01:15 - Rejecting her letter
02:00 - Delivering her letter
02:30 - Attacked (Ending)
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➜ ko-fi.com/sneesnee
This is random ass video. Throughout this channel's history I have received a lot of requests regarding multiple hollow or humanoid enemies. This is essentially a compilation of a bunch o'em. From me, I have also added some that I find interesting. I'll go one by one down here.
Firstly, hollows are the basic template for these enemies. Most of the undead enemies share all these sounds, so it is only natural I put them first. Interestingly, the audio covered from 0:24 to 0:34 is, I believe, cut. When I listened to it, it was sped-up and sounded funny, but then I thought "damn, were these intended to be for undead children?" but then I remembered that some enemies have sounds like these, sped-up, but slowed down ingame, for size constraints. I slowed them down to make them sound more natural, but still. They sound more female now.
Second, armored and soldier hollows. Armored boys get a small visual acknowledgement of their existence, nothing else since they have uninteresting, non-unique audio. Soldiers on the other hand have only death noises, so they're there.
Third, two requests are next with the Balder and Berenike knights. They do have unique audio and they do urggh and rarrghs like no other. Also included the weapon clank from the Berenike knights to add some variety. Love that Sen's Fortress guy and his sightseeing.
Fourth, undead assassins. No audio for these fuckers.
They're followed by the fifth showcase, this one a request, with the undead crystal soldiers. I have no idea why anyone would request this, but here we are. Enjoy the hollow sounds.
Sixth, another request. Phalanx. Bit gross, included the shield and that's about it. I prefer Demon's Souls Phalanx and should make a video about it, now that I think of it. And before you ask, no, the request did not mean that Phalanx.
Seventh: Engorged Hollows. Disgusting, but I found their design gross enough to at least cover a little bit. The way the facial features are still recognizable is horrifying. The puke noises are reused in Dark Souls 3.
Eight, I learned how to use DSMS just to showcase this cut enemy. It wasn't hard but, had never done it before. The prototype claw hollow, crag follower, demon hollow, whatever you wanna call it, is nice. DS2 would eventually use this enemy design and actually implement it ingame for those Tseldora claw boys. Seems these would be used as some sort of Chaos enemy, possibly even related to the cragspiders.
Ninth, wisps! The bomb scream is probably one of my favourite sound effects in DS1, which is similar to the one used by Nito. Which now that I think of it, I should cover him. I have included the two sound effects the wisp's attack is comprised of, then mixed both to emulate how it'd sound in game.
Tenth. Necromancers are enemies I completely forgot about, despite my recording gameplay being assisted by their lantern. Surprisingly they have more human-sounding audio than other hollows, so I do wonder if there is an implication regarding their sanity, or mental capabilities. I suppose being able to use sorceries implies this as well as their smart retreats.
Eleventh are the infested ghouls. I sure do hope I don't get this video nuked because of the less-than-nice "weaponry" that variant uses. Otherwise, well. Absolutely fucking disgusting audio when it comes to biting on ya. Pretty unique for DS1, although a lot of these tracks would be used alongside the rest of the sound library, for DS3 hollows.
Twelve position belongs to the infested barbarians. These guys have their whole existence ruined by the fact they are the most parriable motherfuckers in Lordran, however if you fuck with them they will pull out the goddamn rocks while you're talking to your mommy Quelana. Anyway, the scream is loud and it made me jump when filling this request. Otherwise the sounds are well. Hollowy. Oh yeah, Miyazaki confirmed that the dung pie is literally THEIR shit.
Thirteenth and by request, Blowdarts. Fuck these guys, glad they have so many death noises. That was all I wanted to write but I don't wanna do a disservice, so I will mention it is very nice that they thought of muffling basic hollow sounds to convey their wood armor.
LAST. Egg Carriers. Requested. The chant belongs to the same audio library as those used by the Crystalians in Elden Ring. Also, this specific chant is used by the Depraved Men that pray to Maiden Astraea in Demon's Souls.
00:10 - Hollow
01:00 - Armored Hollow - No unique sound.
01:05 - Undead Soldier
01:35 - Balder & Berenike
02:20 - Undead Assassin - No unique sound.
02:35 - Undead Crystal Soldier
03:15 - Phalanx
03:50 - Engorged Zombie
04:25 - Cut Claw Hollow
05:00 - Wisp
05:35 - Necromancer
06:10 - Infested Ghoul
07:00 - Infested Barbarian
07:40 - Blowdart Sniper
08:15 - Egg Carrier
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Sound design wise, it's just a funny goober. The sounds aren't too special, but it is nice that there's actually some sort of vocalization going on, and the death sound is unique, albeit reused.
00:10 - Attack
00:20 - Hurt & Death
The thumbnail is a photoshop enlargement (hehe content aware fill) of the Design Works art for this creature.
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➜ ko-fi.com/sneesnee
Paarl shares a lot of audio with older dragons, and has his own amount of screams, no doubt used by other beasts. Overall a nice group of audio, but I do feel this creature's forte is not within sound design, but visual.
This video would be 5 minutes longer if I decided to put in all the lightning idling audio, and even with a bunch of them included, they cover everything after 1:30.
00:05 - Breath & Idle
00:32 - Hostile (Attack, Hurt, Death)
01:30 - Lightning
Images thanks to: bloodborne-wiki.com and ico
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➜ ko-fi.com/sneesnee
Bloodborne loves screaming women, and screaming in general. I could go on talking about how good these screams are, and especially how AWESOME the 'magic' section is, but why don't you take a listen instead, hm?
00:05 - Breath & Idle
01:00 - Laugh
01:22 - Attack, Hurt, Death/Scream
02:10 - Special Attacks & Magic
Images thanks to: bloodborne-wiki.com (iso)
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➜ ko-fi.com/sneesnee
Which is why I wanted to cover Bayle. While he features reused sounds, they are modified/pitch shifted, and there's been great effort with new sound banks. The use of plane sounds must be a lesson from Monster Hunter, because how cool can Valstrax be, huh? Yea!
The latter part of the video has lightning and fire sounds. The video was getting quite long with Bayle's audio already (good) so I went ahead and included sounds I usually cut. Not much to say about these: they have been the same for a decade and I feel I have featured them in this channel for years now as well.
The reuse of Kalameet's sounds is also VERY cool. I should do a video on Kalameet, now that I think of it.
00:20 - Breath (Idle & Similar)
02:05 - Roar (Attack Charges, Hurts, Death)
03:05 - Hostile (Attack, Hurt)
04:35 - Movement (Flying Jet Engine)
05:20 - Magic, Lightning, Fire
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➜ ko-fi.com/sneesnee
Captain Igon and his hunt for Moby Dread is quite a nice homage to the story I just made a joke about, and the voice acting by Richard Lintern is truly magnificent. A worthy successor to Andrew Morgado's Gyoubu and Edward Rowe's Godfrey. It also reminds me of Hunter Peterson's recent incredible acting for Lord Gnaeus (Star Rail).
There's cut dialogue here and there, not enough to warrant including it in the title, but still.
00:10 - Pillar Path
02:20 - Hostile (Pillar Path)
03:10 - Foot of the Jagged Peak
04:55 - Hostile Variations (See description)
07:25 - Fight against the Dread
There's a bunch of different variations for his second encounter. Depends on whether you hit him before talking to him, or whether you turn him hostile before AND after you receive his finger.
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➜ ko-fi.com/sneesnee
I was debating whether to include the magic section, in the end I did, but I could have pointed to Midra's video since they use baaasically the same files.
Also that little tumbleweed is quite a happy accident lmao
00:10 - Breath
00:27 - Idle
00:40 - SCREAMS
01:48 - Magic
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➜ ko-fi.com/sneesnee
Abyssal Woods has great environmental sound design, so it was too hard for me to pass on it while looking for Midra's manor. I love when they do the distant scream stuff. While not too similar, it always reminds me of staple horror icons such as Silent Hill or Kuon.
I believe some of the muffled screams might or might not belong to the same sound library as the ones used by Gael, or Sekiro's Headless and Shichimen. Not too sure tho, too muffled.
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➜ ko-fi.com/sneesnee
In regards of his dialogue, I have included both his ingame and cut-dialogue. It seems I'm still the only channel out there who regularly uploads clean dialogue audio (let's forget the 6-month hiatus, this is still a therapeutic channel first and foremost for me) .
A note about the cut dialogue, I do not exactly know what the voice actor is saying at 01:45, and there is no associated script to check. I tried to make sense of it and the best I can manage is "gnaw or bestir". Since this dialogue has the feeling of happening if the player is also touched by the frenzied flame, it would make sense for Midra to wonder if the player does not feel gnawing or "bestirring" (make a physical or mental effort; exert or rouse oneself).
One of the things I'm most disappointed by in the development of these games is how locations such as the Manse have lost a lot in terms of ambient. I was excited to see if the location had something akin to New Londo, or Oolacile, but I was met with wind without detail. This is not the case for the outside and the Abyssal Woods, which makes it sadder.
00:20 - Dialogue I
00:50 - Dialogue II & Cut
01:45 - Dialogue III & Cut
02:00 - Breath & Idle
02:25 - Hostile (Attack, Hurt)
03:05 - Screams (& Death)
03:40 - Magic
04:10 - Dialogue IV & Cut
04:55 - Breath & Idle
05:08 - Attack, Hurt, Screams, Death
05:45 - Magic (Lightning, Flame, Voices)
08:00 - CLANK & End
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Even then, this is a boss whose design I particularly like a lot, so I want to have it covered on this channel. In this video you can find, in order: the cores you have to break and their similarity to the Izalith Catalyst (hmmmm), the boss itself and finally, the worm and its suspiciously woman-shaped death audio.
Needless to say, the sounds the fire sprite does are famously used by the burning Palmer-Thing from peak horror movie... The Thing.
➜ youtu.be/hqVbOSEsJNo?t=142
00:20 - Core: Death
00:30 - Cutscenes
01:20 - Bed of Chaos: Movement
01:38 - Bed of Chaos: Attack & Death
02:00 - Chaos Worm: Idle & Death
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Reality is, aside from footsteps and the sound of robes, Priscilla doesn't breathe, grunt, make sounds when she's hurt or anything.
That said, she does have "wet" footsteps sounds, as if she was expected to move around water at some point.
---
Satake: We had it so that you could basically go to another area from every direction, though some of those paths didn’t make it into the final game. We even had plans for Priscilla to be there as the heroine, and...
Miyazaki: Let’s not go there right now...
Otsuka: I think Priscilla is the prettiest character in the whole game!
Miyazaki: Thank you! She was originally intended to be the main heroine (akin to the Maiden in Black), so I appreciate that. [Laughter]
---
Otsuka: Why did you decide to put Priscilla there?
Miyazaki: I just thought that environment suited her. It certainly helped that her color scheme is very snowy in nature. Thinking about it now, I guess you could also say she belonged there because the Painted World is where exiled souls will gather. [Laughter]
Waragai: Like a last refuge for those who lost their true place in the world?
Miyazaki: Yes, though I’m not sure you can technically say that about Priscilla... [Laughter]
---
0:10 - Magic (Breath, Wind)
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➜ youtu.be/6OPd65DbdIM
The Painted World is the home to those rejected, exiled from their place in the normal world, or to those forlorn and homeless to begin with. What may have happened for the scenes we see in our exploration of the land island is however up to interpretation. Impalements and torture, a dilapidated church, the statue of a woman and her child. Crow demons perched on every ruined building,. An ancient, plagued dragon that simply refuses to die and a lonely cold tower inhabited by the most curious being. All surrounded by lightningless, distant thunder and the chilling howl of unseen wolves.
00:00 - Forlorn Howls
03:00 - A Warning?
04:50 - Distressing Overlook
06:35 - Dilapidated Home
08:30 - Protecting Her Image
09:45 - Heights Have Eyes
12:20 - Damp Darkness
14:15 - Area of Congregation
15:35 - Voices of the Dead
16:50 - Ancient Rage
17:20 - Cold Passage
18:10 - Long Drop
18:50 - Safe Haven
20:40 - The Pale Lady
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---
Nakamura: Personally, I always thought of the Crow Demons as the final forms of humans who were driven insane by their overwhelming desire to fly. Their strong wishes were enough to alter their skeletal structure. I think their eerie shape has more to do with the strange way they pose while trying to convince themselves that they have successfully transformed into birds, rather than their actual bones being warped.
Miyazaki: As for all of its denizens, the Painted World acts as a sort of haven for the Crow Demons after being driven from the normal world. The Crow Demons are supposed to be followers of Velka, the Goddess of Sin, and their powerful delusion has managed to alter their physical form. I quite like the Crow Demons as characters because I feel that kind of overpowering delusion is a pure sort of innocence in a way.
Satake: They’re rooted in the same kind of idea as the Gaping Dragon, I think.
---
The trope of undergoing physical transformation based on the object of your worship is quite an overused trope in Japanese media, and FROM is no different, even before the Souls series (Kuon, for example). The Crow Demons are a very cool use of this trope.
00:10 - Idle
00:13 - Roar & Attack
00:18 - Hurt & Death
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Don't expect me to bombard this channel with DLC content (at least when it comes to dialogues). It does take a lot of work to get the presentation, recording, and every possible path documented. And I am not going to drop the sound files out of order in bare-bones videos. That's shoddy.
00:10 - Dialogue
01:05 - Cut Dialogue
01:15 - End
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➜ ko-fi.com/sneesnee
Not much to say here. These gladiators use the same audio as so so so so many other male beings in Elden Ring and every Souls game do. Cool snake sounds and some magic. Not sure where some of it is used.
00:10 - Breath
00:16 - Hostile
00:30 - Scream
00:42 - Hurt & Death
00:55 - Snake
01:08 - Magic
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Alexander has a couple of unused voicelines, mainly a different wording used during his last encounter and hitting him too hard during his first meeting. To my surprise, Alexander is the most talkative of all the Elden Ring characters I have covered so far. The reason? He has variations depending on encounters you might miss. Your first encounter with him can be Stormhill, Gael Tunnel, or Redmane Castle. You can miss his first or second hole situation. You might continue hitting him despite his pleas not to, when you need oil.
The Gael Tunnel dialogue is the most varied. You can meet him for the first time from both sides, you can meet him for a second time from both sides as well. All in all, this makes Alexander go beyond characters like Ranni and Gideon (250 lines or so) with his 270~ lines. Very neat.
00:00 - Stormhill
02:30 - Clobbering Aid
04:20 - Gael Tunnel
08:35 - Radahn Festival
10:25 - After the Festival
12:30 - Liurnia of the Lakes
14:20 - Oil?
16:05 - OIl!
18:00 - Mt. Gelmir
15:00 - About Kindling
15:40 - Queen's Bedchamber
16:10 - About Purpose
16:50 - First Church of Marika
17:35 - Giant's Gravepost
18:00 - At the Forge
19:20 - Crumbling Farum Azula
20:45 - A Warrior to the End
21:20 - Attacked (Ending)
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I've put some cool clanks in there, and at the very least, he does have a dying noise.
00:10 - Weapon
00:14 - Lightning
00:27 - Magic
00:37 - Death
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00:07 - Bell
00:12 - Magic
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They also have quite the interesting lore and their design remind me of a Jiangshi.
00:07 - Breathe
00:10 - Hostile (Attack, Hurt & Death)
00:18 - Chanting
00:37 - Death
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Thanks to @taskbari-DeS for reminding me I'm stupid. Her head is filled with endless knowledge.
00:10 - The 5 sounds it makes
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If you feel any sounds in this video are not the same as those you may hear in game, you are wrong. You are also technically right: the game engine allows for pitch shifting and tempo modifying during gameplay, which is a smart technique to save some space and reuse the same audio tracks. In my videos, I take the audio samples straight from the game files, and sometimes I might do the modifying myself. Not this time.
Nothing I haven't said a hundredth times before. For the three people who read these descriptions: hey :)
00:10 - Breath
00:20 - Attack, Hurt & Death
01:00 - Horn TIIIMEEEE
02:00 - End
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Bloatheads are a cool design, cool enemy, with cool lore, and cool stuff going on with them. Abyss corruption and its effect on emotions is widely represented in the games, but Bloatheads have always been a great example of it.
The funny guy at 01:00 doesn't laugh at the mimic specifically, but when the mimic is there, it will be an obvious hint. He seems to be locked to only being able to use the laugh animation until you aggro him, since any other enemy would attack and break the furniture blocking his path.
There seems to be either a lil bit of Japanese at 0:18, or just the grunts of some Japanese guy splurting into a mic for some soundbank made in the 90s.
The laughing for the regular bloatheads are labeled 'crazy' in the files. Just a neat fact.
00:09 - Bloathead - Idle
00:28 - Bloathead - Scream
00:42 - Bloathead - Laugh
00:49 - Bloathead - Hostile (Attack, Death)
01:00 - Furniture (and mimic) comedian
01:25 - Sorcerer - Idle
01:38 - Sorcerer - Laugh
01:46 - Sorcerer - Hostile (Attack, Hurt, Death)
01:55 - Funny Sorcerer
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Included some cut lines, the rest will be in the comments. Seluvis *and* Pidia amount to around 195 lines, counting unused ones that are recorded.
00:00 - Meet at Ranni's Rise
01:10 - Seluvis's Task
04:20 - Seluvis's Services
04:40 - Giving Scrolls
05:15 - About Nokron
06:00 - About Nepheli
06:25 - About your chambers
07:00 - Puppets
08:00 - Meeting Pidia
08:35 - Pidia's Services
09:48 - Pidia's Cut Dialogue
10:20 - Seluvis's Scheme
12:42 - Amber Starlight
15:05 - Seluvis's Cut Dialogue
16:00 - Hostile
16:30 - Pidia's End
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00:10 - DS1 Audio
00:30 - DS3 Breath
00:44 - DS3 Hostile
00:55 - DS3 Death
01:00 - DS3 Magic
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Yao definitely uses the same sound bank, or at least a very similar one to the Evangelists from Dark Souls III, but however manages to stay unique with her voice.
It's hard to tell whether she has an actual voice actor, given some of her lines are clear Japanese, which I think can be translated to 'I smell you' and 'Fool', in respective order during the 'Laughing' section of this video.
00:15 - Breath
00:29 - Hostile (Attack, Hurt, Death)
00:57 - Chant
01:26 - Laugh & Mock
01:45 - Magic
02:00 - Centipede & Third Phase
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I didn't expect the Pupas to have anything interesting, but I still wanted to cover these two as a combo. Surprisingly quite some detail went into the audio for these creatures, their muffled screams working pretty well with their... skin-covered figures.
00:10 - Breath
00:17 - Hostile (Attack, Hurt, Death)
00:58 - Magic
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