Sound

WARFRAME's sound design involves many different aspects of gameplay to deliver immersive and dynamic experiences to players within its universe. 
==Overview==
Almost everything in WARFRAME has some sort of sound or audio associated with them, this includes but are not limited to:
*Enemies, creatures, and NPCs - dialogue, vocals, "barks" (grunts, pain, death cries, etc.), sound effects
*Environment like in Tile Sets - foley, ambient background noises, foliage, animal cries, etc.
*Cutscene, diorama, and quest music
*UI elements like menus
*Player avatar movement like Bullet Jumps and walking
*Warframe and player avatar abilities (e.g. Necramech/SFX)
*Weapons sound - firing, reloading, bullet impact, etc.
*Object and prop interactions like console hacking, destroying Storage Containers, or loot pickups
*In-universe instruments such as Mandachord, Shawzin, Clan Dojo drums and bells
==Mechanics==
===Stealth and Enemy Detection===
===Reverb===
===Real Time Audio Mixing===
===Dynamic Music Mixing===
===Audio Encoding===
Audio files in WARFRAME are encoded in either an OPUS or ADPCM encoder. Prior to , audio was encoded by xWMA, a proprietary encoder by Microsoft.https://docs.microsoft.com/en-us/gaming/gdk/_content/gc/audio/overviews/xwma-overview
==User Settings==
==Music==
==Dialogue and Vocalizations==
===Voice Actors===
==Media==
==Patch History==
==External Links==
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==References==
==See Also==
*Devstreams with the sound team:
**Devstream 11
**Devstream 28
**Devstream 102
**Home Devstream 9
Category:Mechanics
Category:Development
Category:Outline Pages