# - A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - X - Y - Z
Sound Effects
Category PC / Computer
Game
Section
Miscellaneous
Submitter Pingus!
Size 50.81 MB
Format ZIP (application/zip)
Hits 3,265
Comments 1

Icon Filler
Zip Contents[559]
  • SFX/Action/bandits_on_mine.ogg
  • SFX/Action/bandits_on_mine_distant.wav
  • SFX/Action/bandits_on_train.ogg
  • SFX/Action/bandits_to_prison.wav
  • SFX/Action/shouts_bandits_to_prison.wav
  • SFX/Action/something_falling_into_well.wav
  • SFX/AI/AI_alarmed_sfx.wav
  • SFX/AI/AI_Snoring.wav
  • SFX/AI/BanditBurning.wav
  • SFX/AI/MOhMyGod.wav
  • SFX/AI/Soldier1/dead6.wav
  • SFX/AI/Soldier1/dead7.wav
  • SFX/AI/Soldier1/dead8.wav
  • SFX/AI/Soldier1/dead9.wav
  • SFX/AI/Soldier1/shot93.wav
  • SFX/AI/Soldier1/shot94.wav
  • SFX/AI/Soldier1/shot95.wav
  • SFX/AI/Soldier1/shot96.wav
  • SFX/AI/Soldier1/shot97.wav
  • SFX/AI/Soldier1/shot98.wav
  • SFX/AI/Soldier1/shot99.wav
  • SFX/AI/Soldier2/dead11.wav
  • SFX/AI/Soldier2/dead12.wav
  • SFX/AI/Soldier2/dead13.wav
  • SFX/AI/Soldier2/dead14.wav
  • SFX/AI/Soldier2/shot30.wav
  • SFX/AI/Soldier2/shot32.wav
  • SFX/AI/Soldier2/shot33.wav
  • SFX/AI/Soldier2/shot34.wav
  • SFX/AI/Soldier2/shot35.wav
  • SFX/AI/Soldier2/shot36.wav
  • SFX/AI/Soldier3/dead5.wav
  • SFX/AI/Soldier3/dead10.wav
  • SFX/AI/Soldier3/dead50.wav
  • SFX/AI/Soldier3/dead51.wav
  • SFX/AI/Soldier3/shot100.wav
  • SFX/AI/Soldier3/shot101.wav
  • SFX/AI/Soldier3/shot102.wav
  • SFX/AI/Soldier3/shot103.wav
  • SFX/AI/Soldier3/shot104.wav
  • SFX/AI/Soldier3/shot105.wav
  • SFX/ammo_pick_up.wav
  • SFX/Animals/Eagle/eagle_attack_00.wav
  • SFX/Animals/Eagle/eagle_attack_01.wav
  • SFX/Animals/Eagle/eagle_flyby_00.wav
  • SFX/Animals/Eagle/eagle_flyby_01.wav
  • SFX/Animals/Eagle/eagle_squeak_00.wav
  • SFX/Animals/Eagle/eagle_squeak_01.wav
  • SFX/Animals/Eagle/eagle_wings_00.wav
  • SFX/Animals/Eagle/eagle_wings_01.wav
  • SFX/Animals/Eagle/eagle_wings_02.wav
  • SFX/Animals/Eagle/eagle_wings_03.wav
  • SFX/Animals/Eagle/eagle_wounded_00.wav
  • SFX/Animals/Eagle/eagle_wounded_01.wav
  • SFX/Animals/Snakes/Rattlesnake_Attack.wav
  • SFX/Animals/Snakes/Rattlesnake_Rattle.wav
  • SFX/Animals/spider/spider_attack.wav
  • SFX/Animals/spider/spider_death.wav
  • SFX/Animals/spider/spider_walking.wav
  • SFX/Animals/Wolf/wolf_attack.wav
  • SFX/Animals/Wolf/wolf_attack_steps_00.wav
  • SFX/Animals/Wolf/wolf_death.wav
  • SFX/Animals/Wolf/wolf_growl_long.wav
  • SFX/Animals/Wolf/wolf_growl_run_00.wav
  • SFX/Animals/Wolf/wolf_hit.wav
  • SFX/BulletTime/BulletTime.wav
  • SFX/BulletTime/BulletTimeIn.wav
  • SFX/click.wav
  • SFX/CloseBigBook.wav
  • SFX/ClosingShutter.wav
  • SFX/collision/balk_falling.wav
  • SFX/collision/balk_wave.wav
  • SFX/collision/common/attrition_default_00.wav
  • SFX/collision/common/attrition_default_01.wav
  • SFX/collision/common/attrition_default_02.wav
  • SFX/collision/common/attrition_default_03.wav
  • SFX/collision/common/attrition_default_04.wav
  • SFX/collision/common/default_00.wav
  • SFX/collision/common/default_01.wav
  • SFX/collision/common/default_02.wav
  • SFX/collision/common/default_03.wav
  • SFX/collision/common/default_04.wav
  • SFX/collision/common/default_05.wav
  • SFX/collision/common/default_06.wav
  • SFX/collision/common/ground_00.wav
  • SFX/collision/common/ground_01.wav
  • SFX/collision/common/ground_02.wav
  • SFX/collision/common/ground_03.wav
  • SFX/collision/common/ground_04.wav
  • SFX/collision/common/hit_big_default_00.wav
  • SFX/collision/common/hit_big_default_01.wav
  • SFX/collision/common/hit_big_default_02.wav
  • SFX/collision/common/hit_big_default_03.wav
  • SFX/collision/common/hit_big_default_04.wav
  • SFX/collision/common/hit_big_flesh_00.wav
  • SFX/collision/common/hit_big_flesh_01.wav
  • SFX/collision/common/hit_big_flesh_02.wav
  • SFX/collision/common/hit_big_glass_00.wav
  • SFX/collision/common/hit_big_glass_01.wav
  • SFX/collision/common/hit_big_grass_00.wav
  • SFX/collision/common/hit_big_grass_01.wav
  • SFX/collision/common/hit_big_grass_02.wav
  • SFX/collision/common/hit_big_ground_00.wav
  • SFX/collision/common/hit_big_ground_01.wav
  • SFX/collision/common/hit_big_ground_02.wav
  • SFX/collision/common/hit_big_metal_00.wav
  • SFX/collision/common/hit_big_metal_01.wav
  • SFX/collision/common/hit_big_metal_02.wav
  • SFX/collision/common/hit_big_mud_00.wav
  • SFX/collision/common/hit_big_mud_01.wav
  • SFX/collision/common/hit_big_mud_02.wav
  • SFX/collision/common/hit_big_mud_03.wav
  • SFX/collision/common/hit_big_plastic_00.wav
  • SFX/collision/common/hit_big_plastic_01.wav
  • SFX/collision/common/hit_big_plastic_02.wav
  • SFX/collision/common/hit_big_snow_00.wav
  • SFX/collision/common/hit_big_snow_01.wav
  • SFX/collision/common/hit_big_snow_02.wav
  • SFX/collision/common/hit_big_snow_03.wav
  • SFX/collision/common/hit_big_stone_00.wav
  • SFX/collision/common/hit_big_stone_01.wav
  • SFX/collision/common/hit_big_water_00.wav
  • SFX/collision/common/hit_big_water_01.wav
  • SFX/collision/common/hit_big_water_02.wav
  • SFX/collision/common/hit_big_wood_00.wav
  • SFX/collision/common/hit_big_wood_01.wav
  • SFX/collision/common/hit_big_wood_02.wav
  • SFX/collision/common/hit_flesh_00.wav
  • SFX/collision/common/hit_flesh_02.wav
  • SFX/collision/common/hit_glass_00.wav
  • SFX/collision/common/hit_grass_00.wav
  • SFX/collision/common/hit_grass_01.wav
  • SFX/collision/common/hit_grass_02.wav
  • SFX/collision/common/hit_ground_00.wav
  • SFX/collision/common/hit_ground_01.wav
  • SFX/collision/common/hit_ground_02.wav
  • SFX/collision/common/hit_metal_00.wav
  • SFX/collision/common/hit_metal_01.wav
  • SFX/collision/common/hit_metal_02.wav
  • SFX/collision/common/hit_mud_00.wav
  • SFX/collision/common/hit_mud_01.wav
  • SFX/collision/common/hit_mud_02.wav
  • SFX/collision/common/hit_mud_03.wav
  • SFX/collision/common/hit_plastic_01.wav
  • SFX/collision/common/hit_rubber_00.wav
  • SFX/collision/common/hit_rubber_01.wav
  • SFX/collision/common/hit_rubber_02.wav
  • SFX/collision/common/hit_rubber_03.wav
  • SFX/collision/common/hit_stone_00.wav
  • SFX/collision/common/hit_stone_01.wav
  • SFX/collision/common/hit_water_00.wav
  • SFX/collision/common/hit_wood_00.wav
  • SFX/collision/common/hit_wood_01.wav
  • SFX/collision/common/hit_wood_02.wav
  • SFX/collision/common/water_00.wav
  • SFX/collision/common/water_01.wav
  • SFX/collision/common/water_02.wav
  • SFX/collision/drift/heavy_ground_drift_01.wav
  • SFX/collision/drift/heavy_ground_drift_02.wav
  • SFX/collision/drift/heavy_metal_drift_01.wav
  • SFX/collision/drift/heavy_wood_drift_01.wav
  • SFX/collision/drift/light_ground_drift_01.wav
  • SFX/collision/drift/light_metal_drift_01.wav
  • SFX/collision/drift/light_wood_drift_01.wav
  • SFX/collision/fallen_man.wav
  • SFX/collision/fallen_wood_construction_another.wav
  • SFX/collision/fallen_wood_construction_small.wav
  • SFX/collision/fallen_wood_construction_small_02.wav
  • SFX/collision/FallingBridge.wav
  • SFX/collision/Falling_Bridge_Scarp.wav
  • SFX/collision/Falling_Moving_Bridge.wav
  • SFX/collision/Falling_Something_Big.wav
  • SFX/collision/Falling_Something_Medium.wav
  • SFX/collision/gun_face_hit.wav
  • SFX/collision/HitMetalS_02.wav
  • SFX/collision/metal_bell_hit.wav
  • SFX/collision/pipe_falling.wav
  • SFX/collision/pipe_fallingdown.wav
  • SFX/collision/pipe_startfalling.wav
  • SFX/collision/small_stones_falling_00.wav
  • SFX/collision/small_stones_falling_01.wav
  • SFX/collision/small_stones_falling_02.wav
  • SFX/collision/StepPlexi0.wav
  • SFX/collision/StepWood0.wav
  • SFX/collision/stones_earth_hit.wav
  • SFX/collision/stones_hunt.wav
  • SFX/collision/stone_rolling.wav
  • SFX/collision/tree_hit.wav
  • SFX/collision/wagon_earth_hit.wav
  • SFX/collision/wagon_obstacle_hit.wav
  • SFX/collision/WaterSplash.wav
  • SFX/collision/whistle/whistle_00.wav
  • SFX/collision/whistle/whistle_01.wav
  • SFX/collision/whistle/whistle_02.wav
  • SFX/collision/whistle/whistle_03.wav
  • SFX/collision/wood_obstacle_destruction.wav
  • SFX/crate_close.wav
  • SFX/crate_open.wav
  • SFX/Doors/big_door_close.wav
  • SFX/Doors/big_door_knock2.wav
  • SFX/Doors/big_door_open.wav
  • SFX/Doors/Door_closing.wav
  • SFX/Doors/door_kick.wav
  • SFX/Doors/Door_locked.wav
  • SFX/Doors/Door_locked_old.wav
  • SFX/Doors/Door_opening.wav
  • SFX/Doors/Old_Door_locked.wav
  • SFX/Doors/TrainDoorClosedInside.wav
  • SFX/Doors/TrainDoorCloseInside.wav
  • SFX/Doors/TrainDoorOpenInside.wav
  • SFX/Doors/train_big door.wav
  • SFX/drawer_close.wav
  • SFX/drawer_open.wav
  • SFX/explosion/big_fire.wav
  • SFX/explosion/building_fire.wav
  • SFX/explosion/dynamite_explosion.wav
  • SFX/explosion/dynamite_explosion_new.wav
  • SFX/explosion/small_fire.wav
  • SFX/explosion/TNTBarrel_explosion.wav
  • SFX/explosion/train_explosion.wav
  • SFX/FBurnInHell.wav
  • SFX/feather_pickup.wav
  • SFX/fire/additional_fire.wav
  • SFX/fire/fire_starting.wav
  • SFX/fire/fire_throwing_to_water.wav
  • SFX/fire/fire_throwing_to_water_big_thing.wav
  • SFX/fire/frizzle_fire_big.wav
  • SFX/fire/frizzle_fire_small.wav
  • SFX/fire/frizzle_fire_very_big_multiple.wav
  • SFX/fire/frizzle_fire_very_big_single.wav
  • SFX/fire/max_additional_fire.wav
  • SFX/fire/new_big_fire.wav
  • SFX/fire/new_medium_fire.wav
  • SFX/fire/throwing.wav
  • SFX/FuseLoop.wav
  • SFX/giving_keys.wav
  • SFX/Glass/GlassBreakSmall.wav
  • SFX/Glass/GlassFall_Small_00.wav
  • SFX/Glass/GlassFall_Small_01.wav
  • SFX/Glass/GlassFall_Small_02.wav
  • SFX/Glass/GlassShatter_00.wav
  • SFX/Glass/GlassShatter_01.wav
  • SFX/Glass/GlassShatter_02.wav
  • SFX/Glass/lamp_hit.wav
  • SFX/GlassShatter.wav
  • SFX/hard_level_found.wav
  • SFX/highlight.wav
  • SFX/InvObjThrowAway.wav
  • SFX/MeleeAttack.wav
  • SFX/Mission_Objective.wav
  • SFX/Mission_Objective_old.wav
  • SFX/Murderers.wav
  • SFX/Net/Msg/Chat.wav
  • SFX/Net/Msg/ChatMy.wav
  • SFX/Net/Msg/Default.wav
  • SFX/Net/Msg/Game.wav
  • SFX/Net/Msg/money_out.wav
  • SFX/Net/Msg/money_take.wav
  • SFX/Net/Msg/Server.wav
  • SFX/Net/Msg/System.wav
  • SFX/Net/Msg/time_out.wav
  • SFX/ODE/billboards_scratching.wav
  • SFX/ODE/Break/break_big_00.wav
  • SFX/ODE/Break/break_big_01.wav
  • SFX/ODE/Break/break_single_00.wav
  • SFX/ODE/Break/break_single_01.wav
  • SFX/ODE/Break/break_small_00.wav
  • SFX/ODE/Break/break_small_01.wav
  • SFX/ODE/HangingMetalCreak.wav
  • SFX/ODE/HangingScratching_metal1.wav
  • SFX/ODE/HangingScratching_metal2.wav
  • SFX/ODE/lamp_scratching.wav
  • SFX/ODE/object_collision_01.wav
  • SFX/ODE/object_collision_02.wav
  • SFX/ODE/object_collision_03.wav
  • SFX/ODE/object_collision_04.wav
  • SFX/ODE/PushAttrition/heavy_stone_attrition_00.wav
  • SFX/ODE/PushAttrition/universal_ground_00.wav
  • SFX/ODE/PushAttrition/universal_metal_00.wav
  • SFX/ODE/scratching_joint_wood_00.wav
  • SFX/ODE/scratching_joint_wood_02.wav
  • SFX/ODE/something_falling on metal.wav
  • SFX/OhMyGod.wav
  • SFX/Pawn/Horse/hoof_moving.wav
  • SFX/Pawn/Horse/horse_death_00.wav
  • SFX/Pawn/Horse/horse_death_01.wav
  • SFX/Pawn/Horse/horse_head_moving/Nicker122.wav
  • SFX/Pawn/Horse/horse_hit.wav
  • SFX/Pawn/Horse/horse_is_shoot_00.wav
  • SFX/Pawn/Horse/horse_is_shoot_01.wav
  • SFX/Pawn/Horse/horse_is_shoot_02.wav
  • SFX/Pawn/Horse/horse_out.wav
  • SFX/Pawn/Horse/horse_problem/horse_whinny_01.wav
  • SFX/Pawn/Horse/horse_problem/horse_whinny_02.wav
  • SFX/Pawn/Horse/horse_problem/Roarnicker_shoot.wav
  • SFX/Pawn/Horse/horse_run_sights/SighandBluster22.wav
  • SFX/Pawn/Horse/horse_run_sights/SightShort_01.wav
  • SFX/Pawn/Horse/horse_run_sights/SightShort_02.wav
  • SFX/Pawn/Horse/horse_run_sights/SnortDouble_Loud_01.wav
  • SFX/Pawn/Horse/horse_run_sights/SnortDouble_Loud_02.wav
  • SFX/Pawn/Horse/horse_standing/BlowShort22.wav
  • SFX/Pawn/Horse/horse_standing/BlusterA22.wav
  • SFX/Pawn/Horse/horse_standing/NickerLeftSide22.wav
  • SFX/Pawn/Horse/horse_standing/NickerRightSide22.wav
  • SFX/Pawn/Horse/horse_standing/SighandBluster22.wav
  • SFX/Pawn/Horse/horse_standing/SighLong_Blustery22.wav
  • SFX/Pawn/Horse/horse_walk/22longblow2000.wav
  • SFX/Pawn/Horse/horse_walk/BigSigh22.wav
  • SFX/Pawn/Horse/horse_walk/horse_walk_stop.wav
  • SFX/Pawn/Horse/horse_walk/SighandBluster22.wav
  • SFX/Pawn/Horse/horse_walk/SighLong22.wav
  • SFX/Pawn/Horse/h_end_of_jump.wav
  • SFX/Pawn/Horse/h_hard_surface_run/h_run_hard_01.wav
  • SFX/Pawn/Horse/h_hard_surface_run/h_run_hard_02.wav
  • SFX/Pawn/Horse/h_hard_surface_run/h_run_hard_03.wav
  • SFX/Pawn/Horse/h_hard_surface_run/h_run_hard_04.wav
  • SFX/Pawn/Horse/h_hard_surface_run/h_run_hard_05.wav
  • SFX/Pawn/Horse/h_hard_surface_run/h_run_hard_06.wav
  • SFX/Pawn/Horse/h_hard_surface_run/h_run_hard_07.wav
  • SFX/Pawn/Horse/h_hard_surface_run/h_run_hard_08.wav
  • SFX/Pawn/Horse/h_hard_surface_steps/h_stp_hard_surf_01.wav
  • SFX/Pawn/Horse/h_hard_surface_steps/h_stp_hard_surf_02.wav
  • SFX/Pawn/Horse/h_hard_surface_steps/h_stp_hard_surf_03.wav
  • SFX/Pawn/Horse/h_hard_surface_steps/h_stp_hard_surf_04.wav
  • SFX/Pawn/Horse/h_hard_surface_steps/h_stp_hard_surf_05.wav
  • SFX/Pawn/Horse/h_hard_surface_steps/h_stp_hard_surf_06.wav
  • SFX/Pawn/Horse/h_hard_surface_steps/h_stp_hard_surf_07.wav
  • SFX/Pawn/Horse/h_hard_surface_steps/h_stp_hard_surf_08.wav
  • SFX/Pawn/Horse/h_soft_surface_run/h_run_soft_01.wav
  • SFX/Pawn/Horse/h_soft_surface_run/h_run_soft_02.wav
  • SFX/Pawn/Horse/h_soft_surface_run/h_run_soft_03.wav
  • SFX/Pawn/Horse/h_soft_surface_run/h_run_soft_04.wav
  • SFX/Pawn/Horse/h_soft_surface_run/h_run_soft_05.wav
  • SFX/Pawn/Horse/h_soft_surface_run/h_run_soft_06.wav
  • SFX/Pawn/Horse/h_soft_surface_run/h_run_soft_07.wav
  • SFX/Pawn/Horse/h_soft_surface_run/h_run_soft_08.wav
  • SFX/Pawn/Horse/h_soft_surface_steps/h_stp_soft_surf_01.wav
  • SFX/Pawn/Horse/h_soft_surface_steps/h_stp_soft_surf_02.wav
  • SFX/Pawn/Horse/h_soft_surface_steps/h_stp_soft_surf_03.wav
  • SFX/Pawn/Horse/h_soft_surface_steps/h_stp_soft_surf_04.wav
  • SFX/Pawn/Horse/h_soft_surface_steps/h_stp_soft_surf_05.wav
  • SFX/Pawn/Horse/h_soft_surface_steps/h_stp_soft_surf_06.wav
  • SFX/Pawn/Horse/h_soft_surface_steps/h_stp_soft_surf_07.wav
  • SFX/Pawn/Horse/h_soft_surface_steps/h_stp_soft_surf_08.wav
  • SFX/Pawn/Horse/reins_moving.wav
  • SFX/Pawn/Horse/reins_pickup.wav
  • SFX/Pawn/Spurs/spur_00.wav
  • SFX/Pawn/Spurs/spur_01.wav
  • SFX/Pawn/Spurs/spur_02.wav
  • SFX/Pawn/Spurs/spur_03.wav
  • SFX/Pawn/Spurs/spur_04.wav
  • SFX/Pawn/Spurs/spur_05.wav
  • SFX/Pawn/Spurs/spur_06.wav
  • SFX/Pawn/Steps/roomsteps.wav
  • SFX/Pawn/Steps/StepConcrete0.wav
  • SFX/Pawn/Steps/StepConcrete0_scarp.wav
  • SFX/Pawn/Steps/StepConcrete1.wav
  • SFX/Pawn/Steps/StepConcrete1_scarp.wav
  • SFX/Pawn/Steps/StepConcrete2.wav
  • SFX/Pawn/Steps/StepConcrete2_scarp.wav
  • SFX/Pawn/Steps/StepConcrete3.wav
  • SFX/Pawn/Steps/StepConcrete3_scarp.wav
  • SFX/Pawn/Steps/StepDirt0.wav
  • SFX/Pawn/Steps/StepDirt1.wav
  • SFX/Pawn/Steps/StepDirt2.wav
  • SFX/Pawn/Steps/StepDirt3.wav
  • SFX/Pawn/Steps/StepMetal0.wav
  • SFX/Pawn/Steps/StepMetal1.wav
  • SFX/Pawn/Steps/StepMetal2.wav
  • SFX/Pawn/Steps/StepMetal3.wav
  • SFX/Pawn/Steps/StepSqueak0.wav
  • SFX/Pawn/Steps/StepSqueak1.wav
  • SFX/Pawn/Steps/StepSqueak2.wav
  • SFX/Pawn/Steps/StepSqueak3.wav
  • SFX/Pawn/Steps/StepWater0.wav
  • SFX/Pawn/Steps/StepWater1.wav
  • SFX/Pawn/Steps/StepWater2.wav
  • SFX/Pawn/Steps/StepWater3.wav
  • SFX/Pawn/Steps/StepWood0.wav
  • SFX/Pawn/Steps/StepWood1.wav
  • SFX/Pawn/Steps/StepWood2.wav
  • SFX/Pawn/Steps/StepWood3.wav
  • SFX/Pawn/Swimming/swim_00.wav
  • SFX/Pawn/Swimming/swim_01.wav
  • SFX/Pawn/Swimming/swim_02.wav
  • SFX/Pawn/Swimming/swim_03.wav
  • SFX/PickupAmmo.wav
  • SFX/PickupWeapon.wav
  • SFX/player/armour_self_hit.wav
  • SFX/player/climb.wav
  • SFX/player/EndOfJump1.wav
  • SFX/player/EndOfJump2.wav
  • SFX/player/fight/left_hit.wav
  • SFX/player/fight/max_hit.wav
  • SFX/player/fight/right_hit.wav
  • SFX/player/fight/uppercut.wav
  • SFX/player/HitFlesh_01.wav
  • SFX/player/HitFlesh_02.wav
  • SFX/player/HitFlesh_03.wav
  • SFX/player/leg_wave.wav
  • SFX/player/OnFireDamage_00.wav
  • SFX/player/OnFireDamage_01.wav
  • SFX/player/OnFireDamage_02.wav
  • SFX/player/OnFireDamage_03.wav
  • SFX/player/PlayerVoice/fire_choking_01.wav
  • SFX/player/PlayerVoice/fire_choking_02.wav
  • SFX/player/PlayerVoice/fire_choking_03.wav
  • SFX/player/PlayerVoice/fire_choking_04.wav
  • SFX/player/PlayerVoice/something_pick_up.wav
  • SFX/player/PlayerVoice/something_throw.wav
  • SFX/player/Preacher_Armour_Hit.wav
  • SFX/Rolling/big_roll_ground.wav
  • SFX/Rolling/big_roll_metal.wav
  • SFX/Rolling/ground_small_roll.wav
  • SFX/Rolling/metal_big_roll.wav
  • SFX/Rolling/metal_small_roll.wav
  • SFX/Rolling/Rolling_stone.wav
  • SFX/Rolling/Rolling_wood.wav
  • SFX/Rolling/small_roll_wood.wav
  • SFX/something_falling on ground.wav
  • SFX/something_falling on metal.wav
  • SFX/something_falling on wood.wav
  • SFX/thunder/ambient_storm_st_00.wav
  • SFX/thunder/close_thunder.wav
  • SFX/thunder/close_thunder_st_00.wav
  • SFX/thunder/distant_thunder_left_01.wav
  • SFX/thunder/distant_thunder_left_03.wav
  • SFX/thunder/distant_thunder_right_02.wav
  • SFX/thunder/distant_thunder_right_04.wav
  • SFX/thunder/distant_thunder_st_00.wav
  • SFX/thunder/distant_thunder_st_01.wav
  • SFX/thunder/distant_thunder_st_02.wav
  • SFX/train_trombone.wav
  • SFX/UseFirstAid.wav
  • SFX/UseGoldBar.wav
  • SFX/vehicle/rails_sound.wav
  • SFX/vehicle/rail_trolley_01.wav
  • SFX/vehicle/rail_trolley_01_impakt.wav
  • SFX/vehicle/train_is_stop_loop.wav
  • SFX/vehicle/train_is_stop_signal_loop.wav
  • SFX/vehicle/train_loop.wav
  • SFX/vehicle/wagon_clatter.wav
  • SFX/WaterSplash.wav
  • SFX/watersplash_small.wav
  • SFX/weapon/Bible/bible_close.wav
  • SFX/weapon/Bible/bible_open.wav
  • SFX/weapon/BigGun/big_gun.wav
  • SFX/weapon/BigGun/big_gun_reload.wav
  • SFX/weapon/Bow/arrow_head_flybye_01.wav
  • SFX/weapon/Bow/arrow_head_flybye_02.wav
  • SFX/weapon/Bow/arrow_head_flybye_03.wav
  • SFX/weapon/Bow/arrow_head_flybye_04.wav
  • SFX/weapon/Bow/arrow_head_flybye_05.wav
  • SFX/weapon/Bow/arrow_shot_01.wav
  • SFX/weapon/Bow/arrow_shot_02.wav
  • SFX/weapon/Bow/bow_preparing.wav
  • SFX/weapon/Bow/shot_preparing.wav
  • SFX/weapon/Cogswell/Cogswell_01.wav
  • SFX/weapon/Cogswell/Cogswell_02.wav
  • SFX/weapon/Cogswell/Cogswell_03.wav
  • SFX/weapon/Derringer/Derringer_01.wav
  • SFX/weapon/Derringer/Derringer_02.wav
  • SFX/weapon/Derringer/Derringer_03.wav
  • SFX/weapon/DynamiteStickShoot.wav
  • SFX/weapon/Frontier/Frontier_01.wav
  • SFX/weapon/Frontier/Frontier_02.wav
  • SFX/weapon/Frontier/Frontier_03.wav
  • SFX/weapon/Frontier/Frontier_Ammo_Open.wav
  • SFX/weapon/Frontier/Frontier_Empty.wav
  • SFX/weapon/Frontier/Frontier_Pull Out.wav
  • SFX/weapon/Frontier/Frontier_PutAway.wav
  • SFX/weapon/Frontier/Frontier_PutAwayTrick.wav
  • SFX/weapon/Frontier/Frontier_Refire_Click.wav
  • SFX/weapon/Gatling/Gatling_01.wav
  • SFX/weapon/Gatling/Gatling_02.wav
  • SFX/weapon/Gatling/Gatling_03.wav
  • SFX/weapon/Gatling/Gatling_Empty.wav
  • SFX/weapon/Gatling/Gatling_Reload.wav
  • SFX/weapon/Henry/Henry_02.wav
  • SFX/weapon/Henry/Henry_03.wav
  • SFX/weapon/Henry/Henry_Ammo_Reload_00.wav
  • SFX/weapon/Henry/Henry_Ammo_Reload_01.wav
  • SFX/weapon/Henry/Henry_Ammo_Reload_02.wav
  • SFX/weapon/Henry/Henry_Ammo_Reload_03.wav
  • SFX/weapon/Henry/Henry_Empty.wav
  • SFX/weapon/Henry/Henry_Pull Out.wav
  • SFX/weapon/Henry/Henry_PutAway.wav
  • SFX/weapon/Henry/Henry_Reload.wav
  • SFX/weapon/HenryLoop.wav
  • SFX/weapon/Lemant/Lemant_01.wav
  • SFX/weapon/Lemant/Lemant_02.wav
  • SFX/weapon/Lemant/Lemant_03.wav
  • SFX/weapon/Peacemaker/Peacemaker_01.wav
  • SFX/weapon/Peacemaker/Peacemaker_02.wav
  • SFX/weapon/Peacemaker/Peacemaker_03.wav
  • SFX/weapon/Remington/Remington_01.wav
  • SFX/weapon/Remington/Remington_02.wav
  • SFX/weapon/Remington/Remington_03.wav
  • SFX/weapon/Remington/Remington_Refire_Click.wav
  • SFX/weapon/RemingtonSawOff/RemingtonSawOff_01.wav
  • SFX/weapon/RemingtonSawOff/RemingtonSawOff_02.wav
  • SFX/weapon/RemingtonSawOff/RemingtonSawOff_03.wav
  • SFX/weapon/RicGround_0.wav
  • SFX/weapon/RicGround_1.wav
  • SFX/weapon/RicMetal_0.wav
  • SFX/weapon/RicMetal_1.wav
  • SFX/weapon/RicMetal_2.wav
  • SFX/weapon/RicMetal_3.wav
  • SFX/weapon/RicMetal_4.wav
  • SFX/weapon/RicStone_0.wav
  • SFX/weapon/RicWater_0.wav
  • SFX/weapon/RicWater_1.wav
  • SFX/weapon/RicWater_2.wav
  • SFX/weapon/RicWood_0.wav
  • SFX/weapon/RicWood_1.wav
  • SFX/weapon/RicWood_2.wav
  • SFX/weapon/Schofield/Schofield_01.wav
  • SFX/weapon/Schofield/Schofield_02.wav
  • SFX/weapon/Schofield/Schofield_03.wav
  • SFX/weapon/Schofield/Schofield_Empty.wav
  • SFX/weapon/Schofield/Schofield_PutAway.wav
  • SFX/weapon/Schofield/Schofield_Reload.wav
  • SFX/weapon/Schofield/Schofield_Reload_Beg.wav
  • SFX/weapon/Volcanic/volcanic_01.wav
  • SFX/weapon/Volcanic/volcanic_02.wav
  • SFX/weapon/Volcanic/volcanic_03.wav
  • SFX/weapon/Volcanic/volcanic_reload.wav
  • SFX/weapon/Walker/Walker_01.wav
  • SFX/weapon/Walker/Walker_02.wav
  • SFX/weapon/Walker/Walker_03.wav
  • SFX/weapon/weapon_exploded.wav
  • SFX/weapon/whip/whip_in_00.wav
  • SFX/weapon/whip/whip_in_01.wav
  • SFX/weapon/whip/whip_in_02.wav
  • SFX/weapon/whip/whip_out_00.wav
  • SFX/weapon/whip/whip_out_01.wav
  • SFX/weapon/whip/whip_out_02.wav
  • SFX/weapon/whip/whip_pick.wav
  • SFX/weapon/whip/whip_shot_01.wav
  • SFX/weapon/whip/whip_shot_02.wav
  • SFX/weapon/whip/whip_zipend_01.wav
  • SFX/weapon/whip/whip_zipend_02.wav
  • SFX/weapon/whip/whip_zip_01.wav
  • SFX/weapon/whip/whip_zip_02.wav
  • SFX/weapon/whip/whip_zip_03.wav
  • SFX/weapon/whip/whip_zip_04.wav
  • SFX/weapon/whip/whip_zip_background.wav
  • SFX/weapon/Winchester/Winchester_01.wav
  • SFX/weapon/Winchester/Winchester_02.wav
  • SFX/weapon/Winchester/Winchester_03.wav
  • SFX/weapon/Winchester/Winchester_Reload.wav
  • SFX/weapon/Winchesterscope/WinchesterScope_01.wav
  • SFX/weapon/Winchesterscope/WinchesterScope_02.wav
  • SFX/weapon/Winchesterscope/WinchesterScope_03.wav
  • SFX/whistle/BulletWhistle_01.wav
  • SFX/whistle/BulletWhistle_02.wav
  • SFX/whistle/BulletWhistle_03.wav
  • SFX/whistle/BulletWhistle_04.wav
  • SFX/whistle/BulletWhistle_05.wav
Previous Previous Sound | Next Sound Next

You must be logged in with an active forum account to post comments.
Avatar
Jul 7, 2017, 1:04 AM
Two down, two more to go, the second game called 'Bound By Blood' didn't really take much of an effort to extract. Now this leaves 'The Cartel' where I was close to calling it quits and 'Gunslinger' the nigh-impossible chrome engine 5, well they both use the CE5 no doubt about it
This page does not work well in portrait mode on mobile. Please rotate your device.
Revise
Report
Switch to Dark Theme
Switch to Text Mode
Click to show NSFW Content
Click to toggle list of pending sounds
Click for a random sound!