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Medieval RTS sound effects: 12 free sounds from one prompt

Play 12 medieval rts sound effects that Claude Code made from one prompt. Copy any sound's prompt, or download the pack as WAV files.

Tested with Claude Code 2.1.296 · Opus 5.5

Illustration for the Medieval RTS sound pack, with a white sound waveform for each of its 12 sounds along the bottom
  • Unit select 200 ms

    Selecting a unit, a short soft woody click with a tiny low bell tone, under a quarter second.

    WAV MP3
  • Unit command 240 ms

    Confirming a move order, a quick two-note low-to-high tap, crisp and short.

    WAV MP3
  • Build hammer 4.0 s

    Construction hammering, steady rhythmic woody knocks on timber, seamless loop of about four seconds.

    WAV MP3
  • Building done 1.5 s

    A building finished, a short proud three-note horn-like rising tone with a soft bell, about one and a half seconds.

    WAV MP3
  • Sword clash 900 ms

    Two swords clashing in battle, a bright metallic clang with a short ringing tail.

    WAV MP3
  • Arrow volley 1.0 s

    A volley of arrows flying, many quick thin whooshes overlapping, about one second.

    WAV MP3
  • Catapult launch 1.5 s

    A catapult releasing, a creaking wooden strain then a heavy thump and swoosh, about one and a half seconds.

    WAV MP3
  • Boulder impact 1.5 s

    A catapult stone smashing a wall, a deep heavy crunch with scattering rubble noise, about one and a half seconds.

    WAV MP3
  • Wood chop 420 ms

    A worker chopping wood, a single solid axe thock on a log, under half a second.

    WAV MP3
  • Gold mined 550 ms

    Resources delivered to the town hall, a soft clink of coins with a small bright tick.

    WAV MP3
  • Under attack 2.1 s

    A warning that your town is under attack, a low urgent repeating bell tolled three times, about two seconds.

    WAV MP3
  • Battlefield bed 8.0 s

    A distant battlefield background, a far-off rumble with faint metallic clashes, seamless loop of about eight seconds.

    WAV MP3
What we asked“Make a sound effect pack for a medieval real-time strategy game: armies, building and battle, clear and readable. Save each sound as a WAV file in a sounds folder, named like this: - unit-select: Selecting a unit, a short soft woody click with a tiny low bell tone, under a quarter second. - unit-command: Confirming a move order, a quick two-note low-to-high tap, crisp and short. - build-hammer: Construction hammering, steady rhythmic woody knocks on timber, seamless loop of about four seconds. - building-done: A building finished, a short proud three-note horn-like rising tone with a soft bell, about one and a half seconds. - sword-clash: Two swords clashing in battle, a bright metallic clang with a short ringing tail. - arrow-volley: A volley of arrows flying, many quick thin whooshes overlapping, about one second. - catapult-launch: A catapult releasing, a creaking wooden strain then a heavy thump and swoosh, about one and a half seconds. - boulder-impact: A catapult stone smashing a wall, a deep heavy crunch with scattering rubble noise, about one and a half seconds. - wood-chop: A worker chopping wood, a single solid axe thock on a log, under half a second. - gold-mined: Resources delivered to the town hall, a soft clink of coins with a small bright tick. - under-attack: A warning that your town is under attack, a low urgent repeating bell tolled three times, about two seconds. - battlefield-bed: A distant battlefield background, a far-off rumble with faint metallic clashes, seamless loop of about eight seconds. Make them sound like they belong to the same game.”

What happened

Claude
I've made all 12 sound effects and saved them as WAV files in sounds/ (mono, 44.1 kHz, 16-bit). I can't listen to audio, so I checked them by measurement only: length, loudness over time, how bright each one is, and whether the loops join cleanly. Please give them a listen before they go into the game.

We gave the prompt above to a fresh Claude Code session in an empty folder, with no skills and no extra tools. It wrote a small program that makes every sound from scratch, and it took about 2 minutes. Claude can’t hear, so it checked the sounds by measuring them. Press play and judge them yourself.

Every sound is also in the sound effects library, where you can search all packs at once. They are free to use in your games, commercial or not.