# - 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
Object Sounds
Category PC / Computer
Game
Section
Sound Effects
Submitter Shiruba
Size 23.37 MB
Format ZIP (application/zip)
Hits 1,029
Comments 0

Icon Filler
Zip Contents[208]
  • Object/se_object_ast#1 (obj_ast_step_appear).wav
  • Object/se_object_ast#2 (obj_ast_step_vanish).wav
  • Object/se_object_ast#3 (obj_ast_eblock_move).wav
  • Object/se_object_ast#4 (obj_ast_eblock_stop).wav
  • Object/se_object_ast#5 (obj_ast_coaster_run).wav
  • Object/se_object_ast#6 (obj_ast_coaster_run).wav
  • Object/se_object_ast#7 (obj_ast_coaster_run).wav
  • Object/se_object_ast#8 (obj_ast_meteo_crash_01).wav
  • Object/se_object_ast#9 (obj_ast_meteo_crash_02).wav
  • Object/se_object_ast#10 (obj_ast_meteo_crash_03).wav
  • Object/se_object_ast#11 (obj_ast_hatch_open).wav
  • Object/se_object_ast#12 (obj_ast_hatch_close).wav
  • Object/se_object_ast#13 (obj_ast_grav_machine_move).wav
  • Object/se_object_ast#14 (obj_ast_grav_machine_move).wav
  • Object/se_object_ast#15 (obj_ast_grav_machine_recover).wav
  • Object/se_object_ast#16 (obj_ast_grav_machine_break).wav
  • Object/se_object_ast#17 (obj_ast_grav_machine_damage).wav
  • Object/se_object_ast#18 (obj_ast_barricade_break; obj_ast_grav_machine_break).wav
  • Object/se_object_ast#19 (obj_ast_bench_break).wav
  • Object/se_object_ast#20 (obj_ast_tank_break).wav
  • Object/se_object_ast#21 (obj_ast_planter_break).wav
  • Object/se_object_ast#22 (obj_ast_lamp_break).wav
  • Object/se_object_ast#23 (obj_ast_pot_break).wav
  • Object/se_object_ast#24 (obj_ast_eblock_sign).wav
  • Object/se_object_astronautes (phantom_astro_laser).wav
  • Object/se_object_common#1 (obj_ring).wav
  • Object/se_object_common#2 (obj_ringspread).wav
  • Object/se_object_common#3 (objsn_woodboxbrk).wav
  • Object/se_object_common#4 (obj_superring).wav
  • Object/se_object_common#5 (objsn_checkpoint).wav
  • Object/se_object_common#6 (objsn_goalring_lp).wav
  • Object/se_object_common#7 (objsn_thunder).wav
  • Object/se_object_common#8 (objsn_thunderlp).wav
  • Object/se_object_common#9 (objsn_wind).wav
  • Object/se_object_common#10 (objsn_windlp).wav
  • Object/se_object_common#11 (obj_needle_panel_out).wav
  • Object/se_object_common#12 (obj_needle_panel_damage).wav
  • Object/se_object_common#13 (objsn_extended).wav
  • Object/se_object_common#14 (obj_hint).wav
  • Object/se_object_common#15 (obj_navi_appear).wav
  • Object/se_object_common#16 (obj_splash_s).wav
  • Object/se_object_common#17 (obj_splash_m).wav
  • Object/se_object_common#18 (obj_splash_l).wav
  • Object/se_object_common#19 (obj_hintobj_appear).wav
  • Object/se_object_common#20 (obj_hintobj_disappear).wav
  • Object/se_object_common#21 (obj_lockon).wav
  • Object/se_object_common#22 (objsn_spring; objsn_spring3; objsn_spring_false).wav
  • Object/se_object_common#23 (objsn_spring_false).wav
  • Object/se_object_common#24 (objsn_springpole).wav
  • Object/se_object_common#25 (objsn_booster; objsn_glindbooster).wav
  • Object/se_object_common#26 (objsn_ringbooster).wav
  • Object/se_object_common#27 (objsn_rainbowring).wav
  • Object/se_object_common#28 (objsn_jumpboard; objsn_trickjumpboard).wav
  • Object/se_object_common#29 (objsn_jumpslct_ok; objsn_trickjump_ok; objsn_trickjump_ok_02; objsn_trickjump_ok_03; objsn_trickjump_ok_04; objsn_trickjump_ok_05).wav
  • Object/se_object_common#30 (objsn_trickbjump_ng).wav
  • Object/se_object_common#31 (objsn_jumpslctmove).wav
  • Object/se_object_common#32 (objsn_jumpslct_wrong).wav
  • Object/se_object_common#33 (objsn_jumpslct_ng).wav
  • Object/se_object_common#34 (objsn_upreel).wav
  • Object/se_object_common#35 (objsn_upreel).wav
  • Object/se_object_common#36 (objsn_gldneedle).wav
  • Object/se_object_common#37 (objsn_whoosh1).wav
  • Object/se_object_common#38 (objsn_whoosh2).wav
  • Object/se_object_common#39 (objsn_whoosh3).wav
  • Object/se_object_common#40 (objsn_pully_move).wav
  • Object/se_object_common#41 (obj_phantom_itemget).wav
  • Object/se_object_common#42 (obj_pixieget).wav
  • Object/se_object_common#43 (obj_switch_on).wav
  • Object/se_object_common#44 (obj_switch_off).wav
  • Object/se_object_common#45 (obj_destboxbrk).wav
  • Object/se_object_common#46 (obj_balloonexpl).wav
  • Object/se_object_common#47 (obj_fan).wav
  • Object/se_object_common#48 (obj_redring).wav
  • Object/se_object_common#49 (obj_box_kick).wav
  • Object/se_object_common#50 (obj_box_fall).wav
  • Object/se_object_common#51 (obj_phantom_phdestbox).wav
  • Object/se_object_common#52 (obj_bubble_01).wav
  • Object/se_object_common#53 (obj_bubble_01; obj_bubble_02).wav
  • Object/se_object_common#54 (obj_bubble_02).wav
  • Object/se_object_common#55 (obj_cmnexplosion).wav
  • Object/se_object_common#56 (obj_uwfan).wav
  • Object/se_object_common#57 (obj_step_fall_sign).wav
  • Object/se_object_common#58 (obj_step_fall).wav
  • Object/se_object_common#59 (objsn_trickjump_ok_05).wav
  • Object/se_object_common#60 (obj_bomb_count1).wav
  • Object/se_object_common#61 (obj_bomb_count2).wav
  • Object/se_object_common#62 (obj_phantom_phdestbox_scrape).wav
  • Object/se_object_common#63 (obj_phantom_item_appear).wav
  • Object/se_object_common#64 (obj_slidebox1).wav
  • Object/se_object_common#65 (obj_slidebox2).wav
  • Object/se_object_common#66 (obj_slidebox_push).wav
  • Object/se_object_common#67 (obj_slidebox_accumulation).wav
  • Object/se_object_common#68 (obj_ringspread2).wav
  • Object/se_object_common#69 (obj_spineball).wav
  • Object/se_object_common#70 (obj_flametrap).wav
  • Object/se_object_common#71 (obj_wispvoice_01).wav
  • Object/se_object_common#72 (obj_invisible_spring).wav
  • Object/se_object_common#73 (obj_destboxbrk; obj_phantom_itemget; obj_phantom_phdestbox; objsn_booster; objsn_glindbooster; objsn_jumpboard; objsn_spring; objsn_spring3; objsn_spring_false; objsn_springpole; objsn_trickjumpboard; objsn_woodboxbrk).wav
  • Object/se_object_common#74 (obj_destboxbrk; obj_phantom_itemget; obj_phantom_phdestbox; objsn_booster; objsn_glindbooster; objsn_jumpboard; objsn_spring; objsn_spring3; objsn_spring_false; objsn_springpole; objsn_trickjumpboard; objsn_woodboxbrk).wav
  • Object/se_object_common#75 (obj_destboxbrk; obj_phantom_itemget; obj_phantom_phdestbox; objsn_booster; objsn_glindbooster; objsn_jumpboard; objsn_spring; objsn_spring3; objsn_spring_false; objsn_springpole; objsn_trickjumpboard; objsn_woodboxbrk).wav
  • Object/se_object_elv#1 (obj_elv_wallbreak).wav
  • Object/se_object_elv#2 (obj_elv_floor_destruction).wav
  • Object/se_object_elv#3 (obj_elv_floor_destruction).wav
  • Object/se_object_elv#4 (obj_elv_floor_destruction).wav
  • Object/se_object_elv#5 (obj_elv_floor_destruction).wav
  • Object/se_object_elv#6 (obj_elv_darkenergy).wav
  • Object/se_object_fct#1 (obj_fct_killersweets_launch).wav
  • Object/se_object_fct#2 (obj_fct_killersweets_fly_lp).wav
  • Object/se_object_fct#3 (obj_fct_killersweets_hit).wav
  • Object/se_object_fct#4 (obj_fct_bar_swing).wav
  • Object/se_object_fct#5 (obj_fct_bar_jump_success).wav
  • Object/se_object_fct#6 (obj_fct_killersweets_reload).wav
  • Object/se_object_fct#7 (obj_fct_killersweets_reload_02).wav
  • Object/se_object_fct#8 (obj_fct_cookie).wav
  • Object/se_object_fct#9 (obj_fct_popcorn).wav
  • Object/se_object_fct#10 (obj_fct_wafer).wav
  • Object/se_object_fct#11 (obj_fct_woodfence).wav
  • Object/se_object_fct#12 (obj_fct_woodfence).wav
  • Object/se_object_fct#13 (obj_fct_killersweetsmin).wav
  • Object/se_object_fct#14 (obj_fct_killersweetsmin).wav
  • Object/se_object_laser#1 (phantom_laser_reflection).wav
  • Object/se_object_laser#2 (phantom_laser_spark_lp).wav
  • Object/se_object_laser#3 (phantom_laser_fiber).wav
  • Object/se_object_mission#1 (obj_mis_reprobox_break).wav
  • Object/se_object_mission#2 (obj_mis_reprobox_rebirth).wav
  • Object/se_object_mission#3 (obj_mis_spring_low).wav
  • Object/se_object_mission#4 (obj_mis_spring_high).wav
  • Object/se_object_mission#5 (obj_mis_target_break).wav
  • Object/se_object_mission#6 (obj_mis_target_horming).wav
  • Object/se_object_mission#7 (obj_mis_plasma_shot).wav
  • Object/se_object_mission#8 (obj_mis_plasma_shot_lp).wav
  • Object/se_object_mission#9 (obj_mis_sonic_bound).wav
  • Object/se_object_mission#10 (obj_mis_target_rotation).wav
  • Object/se_object_mission#11 (obj_mis_canon_move1).wav
  • Object/se_object_mission#12 (obj_mis_canon_move2).wav
  • Object/se_object_multi#1 (obj_mlt_mtlspn_hit).wav
  • Object/se_object_multi#2 (obj_mlt_pball_hit1).wav
  • Object/se_object_multi#3 (obj_mlt_pball_hit2).wav
  • Object/se_object_multi#4 (obj_mlt_pball_open).wav
  • Object/se_object_multi#5 (obj_mlt_pball_swing).wav
  • Object/se_object_multi#6 (obj_mlt_bcatapult_start).wav
  • Object/se_object_multi#7 (obj_mlt_bcatapult_move).wav
  • Object/se_object_multi#8 (obj_mlt_bcatapult_shot).wav
  • Object/se_object_multi#9 (obj_mlt_bcatapult_down).wav
  • Object/se_object_multi#10 (obj_mlt_bcatapult_stop).wav
  • Object/se_object_multi#11 (obj_mlt_spiral_rot).wav
  • Object/se_object_multi#12 (obj_mlt_spiral_shot).wav
  • Object/se_object_multi#13 (obj_mlt_spiral_bound).wav
  • Object/se_object_multi#14 (obj_mlt_step_appear).wav
  • Object/se_object_multi#15 (obj_mlt_step_vanish).wav
  • Object/se_object_multi#16 (obj_mlt_eggmedal_get).wav
  • Object/se_object_multi#17 (obj_mlt_eggmask_appear).wav
  • Object/se_object_multi#18 (obj_mlt_eggmask_move).wav
  • Object/se_object_multi#19 (obj_mlt_eggmask_attack).wav
  • Object/se_object_multi#20 (obj_mlt_slot_lever).wav
  • Object/se_object_multi#21 (obj_mlt_slot_reel).wav
  • Object/se_object_multi#22 (obj_mlt_slot_bigprize).wav
  • Object/se_object_multi#23 (obj_mlt_slot_prize).wav
  • Object/se_object_multi#24 (obj_mlt_slot_failure).wav
  • Object/se_object_multi#25 (obj_mlt_billi_rebound).wav
  • Object/se_object_multi#26 (obj_mlt_billi_move).wav
  • Object/se_object_multi#27 (obj_mlt_chaosemerald).wav
  • Object/se_object_pla#1 (obj_pla_smashglass).wav
  • Object/se_object_pla#2 (obj_pla_plabox_break).wav
  • Object/se_object_pla#3 (obj_pla_oildrum_break).wav
  • Object/se_object_pla#4 (obj_pla_barricade_break).wav
  • Object/se_object_pla#5 (obj_pla_saftydrum_break).wav
  • Object/se_object_puzzle (phantom_puzzle_pzlring).wav
  • Object/se_object_qua#1 (obj_qua_fountain).wav
  • Object/se_object_qua#2 (obj_qua_utsubo_attack).wav
  • Object/se_object_qua#3 (obj_qua_utsubo_bubble).wav
  • Object/se_object_qua#4 (obj_qua_fishbush).wav
  • Object/se_object_qua#5 (obj_qua_fishbush).wav
  • Object/se_object_qua#6 (obj_qua_fishbush_leave).wav
  • Object/se_object_qua#7 (obj_qua_barricade_break1).wav
  • Object/se_object_qua#8 (obj_qua_barricade_break2).wav
  • Object/se_object_qua#9 (obj_qua_pot_break1).wav
  • Object/se_object_qua#10 (obj_qua_pot_break1).wav
  • Object/se_object_qua#11 (obj_qua_pot_break2).wav
  • Object/se_object_qua#12 (obj_qua_lantern_break).wav
  • Object/se_object_qua#13 (obj_qua_gate_open).wav
  • Object/se_object_qua#14 (obj_qua_gate_open).wav
  • Object/se_object_rso#1 (obj_rso_movestep01).wav
  • Object/se_object_rso#2 (obj_rso_movestep02).wav
  • Object/se_object_rso#3 (obj_rso_bench_break).wav
  • Object/se_object_rso#4 (obj_rso_dustbox_break).wav
  • Object/se_object_rso#5 (obj_rso_fpot_break).wav
  • Object/se_object_rso#6 (obj_rso_arrow_break).wav
  • Object/se_object_shp#1 (obj_shp_needle_pres_move).wav
  • Object/se_object_shp#2 (obj_shp_needle_pres_drop).wav
  • Object/se_object_shp#3 (obj_shp_warpout; obj_shp_warpout_lp).wav
  • Object/se_object_shp#4 (obj_shp_shutter_open).wav
  • Object/se_object_shp#5 (obj_shp_partision_start).wav
  • Object/se_object_shp#6 (obj_shp_partision_start).wav
  • Object/se_object_shp#7 (obj_shp_partision_open).wav
  • Object/se_object_shp#8 (obj_shp_partision_close).wav
  • Object/se_object_shp#9 (obj_shp_catapult_start).wav
  • Object/se_object_shp#10 (obj_shp_catapult_shot).wav
  • Object/se_object_shp#11 (obj_shp_catapult_move).wav
  • Object/se_object_shp#12 (obj_shp_shortwarp).wav
  • Object/se_object_shp#13 (obj_shp_lightway).wav
  • Object/se_object_shp#14 (obj_shp_monoris_break).wav
  • Object/se_object_shp#15 (obj_shp_warpout_lp).wav
  • Object/se_object_spike (phantom_spike_cogwheel).wav
  • Object/se_object_spin (phantom_spin_pipeunit_break).wav
  • Object/se_object_staffroll#1 (obj_roll_break).wav
  • Object/se_object_staffroll#2 (obj_roll_break).wav
  • Object/se_object_staffroll#3 (obj_roll_break).wav
Previous Previous Sound | Next Sound Next

You must be logged in with an active forum account to post comments.
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!