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Status Effects sound effects: 12 free sounds from one prompt

Play 12 status effects 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 Status Effects sound pack, with a white sound waveform for each of its 12 sounds along the bottom
  • Poisoned 1.1 s

    Getting poisoned: a sickly wobbly bubbling tone sliding downward, about one second.

    WAV MP3
  • Poison tick 180 ms

    Taking poison damage over time: a small wet muffled blip, very short.

    WAV MP3
  • Burning 870 ms

    Being set on fire: a quick flame whoosh followed by sharp crackles, under one second.

    WAV MP3
  • Frozen 1.1 s

    Being frozen solid: a fast crystalline crackle that hardens into a glassy ringing chime, about one second.

    WAV MP3
  • Thaw 820 ms

    Breaking free of ice: a bright crack and a quick tinkle of falling shards, under one second.

    WAV MP3
  • Stunned 1.6 s

    Being stunned: a dizzy looping high warble with faint twinkles, about one and a half seconds.

    WAV MP3
  • Slowed 1.2 s

    Being slowed: a tone that bends downward and drags out heavily, about one second.

    WAV MP3
  • Buff up 1.1 s

    Receiving a buff: a bright rising shimmer that ends on a clean major chime, about one second.

    WAV MP3
  • Debuff down 1.1 s

    Receiving a debuff: a dark falling tone with a dull muffled thud, about one second.

    WAV MP3
  • Shield up 1.1 s

    A protective shield forming: a smooth rising hum that locks in with a soft glassy ping.

    WAV MP3
  • Shield down 1.1 s

    A protective shield breaking away: a cracking glassy shatter falling into a fading hum, about one second.

    WAV MP3
  • Effect cleansed 850 ms

    Removing a status effect: a soft clean airy whoosh with a gentle sparkle, under one second.

    WAV MP3
What we asked“Make a sound effect pack for an RPG or action game's status effects: clear, readable cues for buffs, debuffs and conditions. Save each sound as a WAV file in a sounds folder, named like this: - poisoned: Getting poisoned: a sickly wobbly bubbling tone sliding downward, about one second. - poison-tick: Taking poison damage over time: a small wet muffled blip, very short. - burning: Being set on fire: a quick flame whoosh followed by sharp crackles, under one second. - frozen: Being frozen solid: a fast crystalline crackle that hardens into a glassy ringing chime, about one second. - thaw: Breaking free of ice: a bright crack and a quick tinkle of falling shards, under one second. - stunned: Being stunned: a dizzy looping high warble with faint twinkles, about one and a half seconds. - slowed: Being slowed: a tone that bends downward and drags out heavily, about one second. - buff-up: Receiving a buff: a bright rising shimmer that ends on a clean major chime, about one second. - debuff-down: Receiving a debuff: a dark falling tone with a dull muffled thud, about one second. - shield-up: A protective shield forming: a smooth rising hum that locks in with a soft glassy ping. - shield-down: A protective shield breaking away: a cracking glassy shatter falling into a fading hum, about one second. - effect-cleansed: Removing a status effect: a soft clean airy whoosh with a gentle sparkle, under one second. Make them sound like they belong to the same game.”

What happened

Claude
All 12 sounds are in sounds/, named as you listed. I generated them in code, so I couldn't listen to them. I checked the files by measurement only: no clipping or corrupt samples, lengths match your timings, and loudness is even across the pack. Please give them a listen before using them.

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 3 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.