RuneScape Classic Wiki
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Options on tutorial island

Toggle option for sound effects.

Sound effects are incorporated into RuneScape Classic to enhance certain actions such as fighting a monster. They are a members-only feature and sound effect files are not loaded on free-to-play worlds. There are 34 unique sounds that can be heard while playing the game. Out of those, 15 are directly combat related and some involve a set of 2 sounds - when it is the player's turn to attack and when it's the enemy's turn.

Many of the sound effects were created by long time Jagex sound designer Ian Taylor, who was working with a custom softsynth developed by Andrew Gower himself, and the rest were done with the help of Gill Gower.

Unique sound effects appear for the following actions:

Action Sound
Being under attack
Retreating
Fighting against armoured npcs
Fighting against undead npcs
Fighting against all other types of npcs or a player
Fighting against a dummy
Being victorious after the fight
Dying after the fight
After issuing a projectile
Running out of ammo
Casting successfully a spell
Failing to cast a spell
Activating a prayer
Deactivating a prayer
Recharging prayer points at an altar
Clicking on an inventory item to equip
Passing through a secret door
Opening a door
Closing a door
Picking up an item
Dropping an item
Paying at a shop
Picking up from a resource field such as wheat, potato, etc
Operating something such as hopper or spinning wheel
Filling a jug, pot, or bucket
Fishing
Cooking
Eating
Prospecting a rock
Mining
Finding a gem whilst mining
Cutting a gem
Smithing at an anvil
Mixing ingredients
Advancing a level

Special notes[]

  • The Karamja/Crandor dungeon door, despite being classified as a secret door does not produce the corresponding sound.

Trivia[]

  • There are places where the opening and closing doors sound effects play consecutively. Notably, the gates that re-lock themselves after being open.
  • Sound effects such as those for cutting down trees, making a fire and other ones never got into RSC.
  • Hitting a dummy triggers a sound effect with no duration. This was possibly an oversight or could have been forgotten.
  • Some actions feature both a sound effect and a bubble.
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