League of Legends Wiki:Manual of Style/Character/LoL Audio
This Manual of Style is meant for use toward pages that fall under the Champion audio category (which includes voiceover quotes and sound effects) and is currently used for League of Legends in-game audio. For the Manual of Style used for
Legends of Runeterra audio, see LoR Audio.
Files[edit source]
- File format: The preferred format of all uploaded LoL champion audio in the LoL Wiki is
.ogg
. - File categories: Each uploaded audio file should be placed under:
- its respective champion's 'voice-overs' category
(champion name) voice-overs
, if voiceover audio. - its respective champion's 'sound effects' category
(champion name) sound effects
, if sound effect audio.
- its respective champion's 'voice-overs' category
- More information on these categories can be found below.
General[edit source]
Each champion audio page categorizes audio into certain sections, based on the in-game events that trigger them (e.g. moving, attacking, ability casting, etc.). The articles' general format can be viewed in the Format section, below.
The template used to display streamable audio on the LoL Wiki is {{sm2}}.
- The name of the audio file is inserted into the first parameter.
- If the character has additional quotes to their default ones, or more than one unique audio variation of a certain quote, the name of the champion and their skins may be added in the second and third parameter, respectively; this denotes which skin the audio plays in.
All audio is listed line-by-line and on a bullet point. The audio's caption is added at the end of the line, outside of any template and entirely in italics.
- If a character has additional quotes/interactions for a certain event, but otherwise uses a default voiceover (usually the base voiceover), then the additional quotes are listed under those of the default voiceover's, in order of the skins' release date, along with the skins' circle.
- Example (unique quotes, but skins otherwise use default voiceover):
- "Slice through them!"
- "Clip their wings!"
- "Freeze them out!"
* {{sm2|Irelia_Original_Attack_12.ogg|Irelia}} ''"Slice through them!"''
* {{sm2|Irelia_Aviator_Attack_0.ogg|Irelia|Aviator}} ''"Clip their wings!"''
* {{sm2|Irelia_Frostblade_Attack_0.ogg|Irelia|Frostblade}} ''"Freeze them out!"''
- If a character has a shared quote that only has different effects, such as a voice filter, across their skins (usually the base voiceover), then the quotes are listed side-by-side, in order of the skins' release date, along with the skins' circle.
- Example (shared quote, but skins use different audio effects):
- "Madness lurks below."
* {{sm2|Pyke_Original_Move_57.ogg|Pyke}} {{sm2|Pyke_SandWraith_Move_10.ogg|Pyke|Sand Wraith}} {{sm2|Pyke_PsyOps_Move_29.ogg|Pyke|PsyOps}} {{sm2|Pyke_AshenKnight_Move_20.ogg|Pyke|Ashen Knight}} ''"Madness lurks below."''
Opening formatting[edit source]
- At the top of the page, insert the following description. If the page contains SFX and/or music, mention them. With all types of audio mentioned the paragraph would be:
This page contains voice-over (VO) quotes, sound effects (SFX) and music for {{ci|<Champion name}} in [[League of Legends]].
- Insert a tabber after the champion's pick and ban quote, if the champion has more than one unique voiceovers. The first tab is for the champion's base voiceover and it is titled
Classic
; each next tab is for the other unique voiceovers and it is titled as the name of the skin they originally released with. All other audio (SFX & music) that corresponds to these skins is placed inside the same tab as their unique voiceover. - Insert Champion Interactions video after each tab (if it exists — interaction videos are provided by the 'Skin Spotlights' Youtube channel):
- Insert the Audio page legend template with the champion's name, after the Champion Interactions video (example using Qiyana):
Any additional notes about audio specific to the champion may be added right below this text, if applicable.
Outdated/Removed quotes[edit source]
- Outdated quotes such as those for removed items, maps, modes, etc., as well as removed quotes either due to a voiceover update or rework, should be deleted from the characters' audio page and moved into their History subpage ('[Character Name]/History').
Audio page categories[edit source]
- In general, character audio pages should always be under the following categories:
- LoL Champion audio
- The general category of the champion's name.
- In some uncommon cases, audio pages can have other categories related to various audio media and the champion's history. There is no general guideline on this point; these categories are added based on certain development, features, or events in the game or in-Universe, and may be general or character-specific. Usually an experienced editor in the LoL Wiki's structure may consider and add this kind of categories.
- General case example: Katarina's Audio page (Katarina/Audio) is in the 'LoL Champion audio' and 'Katarina' categories.
Notes[edit source]
- Emphasized words in a quote are bolded.
- Voiceover captions' punctuation might not coincide with the original script, but it should be as accurate and legible as possible.
- Quotes that trigger on an action for certain enemy champions or faction characters do not need to specify 'enemy' in their description. Most often these are Attack, First Encounter, and Kill quotes.
- Events that correspond to allied champions, neutral monsters, etc, specifically, still require specifying.
- The distinction between voiceover audio files and sound effect audio files is clear in most cases, due to them being sourced from different archives. The only exception is when a sound effect file includes literal speech on ability events.
- Bard, whose audio page has been specifically structured, does not follow this rule due to the nature of the nonvocal audio.
- Some champions will have events/parameters that are special and unique for them only. The corresponding audio should be added under the Other Gameplay heading, along with the events' description.
- Contributors can optionally add flavor text or functional descriptions to in-game events, that are relevant to the audio. This type of note should go under the event name/heading and above the listed audio, in its own line. The note is indented once and is entirely in italics.
- Examples: describing a champion's Recall animation and the sounds heard in the audio; context on a champion's appearance when the quote plays; etc.
- It is important to avoid bloating the page with these. For flavor text specifically, implement it sparingly when multiple variations are involved due to multiple different skins in a certain voiceover. Flavor is encouraged for Legendary- and Ultimate-tier skins, however.
Arrangement[edit source]
Voice-Overs[edit source]
- Listing voiceover audio within the same event has a specific order:
- Quotes that include literal speech are listed first.
- Quotes that entirely consist of non-literal speech are listed after the above. This refers to quotes that are transcribed only by describing them, e.g.
Poppy grunts.
. If some captions are similar, the respective quotes could be listed next to each other for better readability.
- If a quote that is not literal speech can be described with lexical words (examples: laughing, chuckling, shouting, yelling, grunting, gasping, etc.), those words should be used. In the case this is not possible, default to transcribing the quote with
''Effort/Death sound.''
or similar, and ask for assistance. - First Move audio can be placed under the respective 'First Move' heading alone and without further descriptions when the audio triggers on all maps, and at the least Summoner's Rift.
- If there exist First Move audio specific to other maps, it must be placed under separate descriptions, and maps other than Summoner's Rift must be specified.
- Any interaction quotes with certain characters should be placed alphabetically A–Z, based on champion name.
- Example: Interactions with are listed before interactions with , and those are listed before interactions with .
- Skins and their names do not affect this order.
- If interactions with both the (base) champion and with that champion's skin(s) exist, the base champion is listed first.
- If interactions with multiple skins of the same champion exist, then the quotes are listed alphabetically A-Z, based on skin name.
- Interactions with faction characters (
Piltover,
Mount Targon, etc.) should be listed after interactions with certain characters, also alphabetically A–Z, based on faction name.
- Ability Quotes under the 'Ability Casting' heading should be listed in order of: Passive/Innate, then Q, then W, then E, then R.
- Item Quotes under the 'Shopping' heading should be placed alphabetically A–Z, based on item name.
- Example: interaction quotes are added before ones, but after quotes.
- Champion-specific items (which can also appear as Passives/Innates) are listed under the 'Ability Casting' heading.
- If quotes for multiple different champion-specific items exist, then the quotes are placed alphabetically A-Z, based on item name.
Sound Effects[edit source]
- All SFX audio is listed under the "Sound Effects" heading and tabber.
- Events are listed in the same Format used for voice-overs.
- Audio under the same heading can be visually separated/sorted by either skin or event.
- Either of these two ways is valid for sorting different files under the same events. Contributors may choose which one to use under each heading, on the principles of elegance and cohesion.
- An example is provided at the end of this section.
- Listing SFX side-by-side should be strictly avoided, as their amount and audio are volatile and do not necessarily match across skins' audio variations like filtered voice-overs usually do.
- Captions for SFX describe the event — in many cases, the corresponding file name is appropriate and sufficient.
- The only potential exceptions are "non-specific/multiple-event" SFX as well as "music" SFX. Their captions can describe the audio itself (e.g. when part of a song), due to them generally being noteworthy. "Music" SFX most often refers to Game Start, Dance, and Recall audio—but they are not the only events accompanied by music. Note that "non-specific" SFX is entirely unrelated to "Idle" SFX.
- In less common cases, some SFX may be "Loop SFX" specifically and should be denoted as such in the caption whenever identified. Loop audio usually starts abruptly, has a constant volume, and ends abruptly. They are often found in Ability SFX, but not exclusively. Note that this fact is usually present in the file name already, or the files are otherwise paired with non-loop SFX.
- Sound effects that play alongside certain quotes (voice-over events) should be noted at the very end, after stating their related events. For example:
- The following play alongside 's Attacking and Moving quotes, as well as after Sanguine Pool ends.
- Water sound effect.
- Water sound effect.
- Water sound effect.
- Water sound effect.
- Water sound effect.
- Water sound effect.
- Example of sorting SFX by skins versus events:
- Audio of the same category is separated by skins' audio variations. Audio under the same general event name is sorted together.
=== Using {{ai|Living Artillery|Kog'Maw}} === * {{sm2|Kog'Maw_Original_SFX_R_OnCast_0_0.ogg|Kog'Maw}} ''Cast SFX (Missile)'' * {{sm2|Kog'Maw_Original_SFX_R_OnCast_0_1.ogg|Kog'Maw}} ''Cast SFX (Missile)'' * {{sm2|Kog'Maw_Original_SFX_R_OnCast_0_2.ogg|Kog'Maw}} ''Cast SFX (Missile)'' * {{sm2|Kog'Maw_Original_SFX_R_OnCast_1_0.ogg|Kog'Maw}} ''Cast SFX (Ground)'' * {{sm2|Kog'Maw_Original_SFX_R_OnCast_1_1.ogg|Kog'Maw}} ''Cast SFX (Ground)'' * {{sm2|Kog'Maw_Original_SFX_R_OnCast_1_2.ogg|Kog'Maw}} ''Cast SFX (Ground)'' * {{sm2|Kog'Maw_Original_SFX_R_fall_0.ogg|Kog'Maw}} ''Fall SFX'' * {{sm2|Kog'Maw_Original_SFX_R_fall_1.ogg|Kog'Maw}} ''Fall SFX'' * {{sm2|Kog'Maw_Original_SFX_R_fall_2.ogg|Kog'Maw}} ''Fall SFX'' * {{sm2|Kog'Maw_Original_SFX_R_hit_0.ogg|Kog'Maw}} ''Impact SFX'' * {{sm2|Kog'Maw_Original_SFX_R_hit_1.ogg|Kog'Maw}} ''Impact SFX'' * {{sm2|Kog'Maw_Original_SFX_R_hit_2.ogg|Kog'Maw}} ''Impact SFX'' * {{sm2|Kog'Maw_LionDance_SFX_R_OnCast_0_0.ogg|Kog'Maw|Lion Dance}} ''Cast SFX (Missile)'' * {{sm2|Kog'Maw_LionDance_SFX_R_OnCast_0_1.ogg|Kog'Maw|Lion Dance}} ''Cast SFX (Missile)'' * {{sm2|Kog'Maw_LionDance_SFX_R_OnCast_0_2.ogg|Kog'Maw|Lion Dance}} ''Cast SFX (Missile)'' * {{sm2|Kog'Maw_LionDance_SFX_R_OnCast_0_3.ogg|Kog'Maw|Lion Dance}} ''Cast SFX (Missile)'' * {{sm2|Kog'Maw_LionDance_SFX_R_OnCast_1_0.ogg|Kog'Maw|Lion Dance}} ''Cast SFX (Ground)'' * {{sm2|Kog'Maw_LionDance_SFX_R_OnCast_1_1.ogg|Kog'Maw|Lion Dance}} ''Cast SFX (Ground)'' * {{sm2|Kog'Maw_LionDance_SFX_R_OnCast_1_2.ogg|Kog'Maw|Lion Dance}} ''Cast SFX (Ground)'' * {{sm2|Kog'Maw_LionDance_SFX_R_fall_0.ogg|Kog'Maw|Lion Dance}} ''Fall SFX'' * {{sm2|Kog'Maw_LionDance_SFX_R_fall_1.ogg|Kog'Maw|Lion Dance}} ''Fall SFX'' * {{sm2|Kog'Maw_LionDance_SFX_R_fall_2.ogg|Kog'Maw|Lion Dance}} ''Fall SFX'' * {{sm2|Kog'Maw_LionDance_SFX_R_hit_0.ogg|Kog'Maw|Lion Dance}} ''Impact SFX'' * {{sm2|Kog'Maw_LionDance_SFX_R_hit_1.ogg|Kog'Maw|Lion Dance}} ''Impact SFX'' * {{sm2|Kog'Maw_LionDance_SFX_R_hit_2.ogg|Kog'Maw|Lion Dance}} ''Impact SFX'' * {{sm2|Kog'Maw_LionDance_SFX_R_hit_3.ogg|Kog'Maw|Lion Dance}} ''Impact SFX'' * {{sm2|Kog'Maw_Arcanist_SFX_R_OnCast_0_0.ogg|Kog'Maw|Arcanist}} ''Cast SFX (Missile)'' * {{sm2|Kog'Maw_Arcanist_SFX_R_OnCast_0_1.ogg|Kog'Maw|Arcanist}} ''Cast SFX (Missile)'' * {{sm2|Kog'Maw_Arcanist_SFX_R_OnCast_1_0.ogg|Kog'Maw|Arcanist}} ''Cast SFX (Ground)'' * {{sm2|Kog'Maw_Arcanist_SFX_R_OnCast_1_1.ogg|Kog'Maw|Arcanist}} ''Cast SFX (Ground)'' * {{sm2|Kog'Maw_Arcanist_SFX_R_fall_0.ogg|Kog'Maw|Arcanist}} ''Fall SFX'' * {{sm2|Kog'Maw_Arcanist_SFX_R_fall_1.ogg|Kog'Maw|Arcanist}} ''Fall SFX'' * {{sm2|Kog'Maw_Arcanist_SFX_R_hit_0.ogg|Kog'Maw|Arcanist}} ''Impact SFX'' * {{sm2|Kog'Maw_Arcanist_SFX_R_hit_1.ogg|Kog'Maw|Arcanist}} ''Impact SFX''
- Audio of the same specific events is separated by their exact event name. Audio of all skins' audio variations is sorted together.
=== Using {{ai|Curtain Call|Jhin}} === ;Cast * {{sm2|Jhin_Original_SFX_R_Cast_0.ogg|Jhin}} ''Curtain Call Cast SFX'' * {{sm2|Jhin_Original_SFX_R_Cast_1.ogg|Jhin}} ''Curtain Call Cast SFX'' * {{sm2|Jhin_HighNoon_SFX_R_Cast_0.ogg|Jhin|High Noon}} ''Curtain Call Cast SFX'' * {{sm2|Jhin_HighNoon_SFX_R_Cast_1.ogg|Jhin|High Noon}} ''Curtain Call Cast SFX'' * {{sm2|Jhin_HighNoon_SFX_R_Cast_2.ogg|Jhin|High Noon}} ''Curtain Call Cast SFX'' * {{sm2|Jhin_BloodMoon_SFX_R_Cast.ogg|Jhin|Blood Moon}} ''Curtain Call Cast SFX'' * {{sm2|Jhin_PROJECT_SFX_R_Cast_0.ogg|Jhin|PROJECT}} ''Curtain Call Cast SFX'' * {{sm2|Jhin_PROJECT_SFX_R_Cast_1.ogg|Jhin|PROJECT}} ''Curtain Call Cast SFX'' * {{sm2|Jhin_ShanHaiScrolls_SFX_R_Cast.ogg|Jhin|Shan Hai Scrolls}} ''Curtain Call Cast SFX'' * {{sm2|Jhin_DWG_SFX_R_Cast.ogg|Jhin|DWG}} ''Curtain Call Cast SFX'' * {{sm2|Jhin_Empyrean_SFX_R_Cast.ogg|Jhin|Empyrean}} ''Curtain Call Cast SFX'' ;Channeling * {{sm2|Jhin_Original_SFX_R_0.ogg|Jhin}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Original_SFX_R_1.ogg|Jhin}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Original_SFX_R_2.ogg|Jhin}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Original_SFX_R_3.ogg|Jhin}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Original_SFX_R_4.ogg|Jhin}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Original_SFX_R_5.ogg|Jhin}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Original_SFX_R_6.ogg|Jhin}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Original_SFX_R_7.ogg|Jhin}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Original_SFX_R_8.ogg|Jhin}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_HighNoon_SFX_R_0.ogg|Jhin|High Noon}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_HighNoon_SFX_R_1.ogg|Jhin|High Noon}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_HighNoon_SFX_R_2.ogg|Jhin|High Noon}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_HighNoon_SFX_R_3.ogg|Jhin|High Noon}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_HighNoon_SFX_R_4.ogg|Jhin|High Noon}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_BloodMoon_SFX_R_0.ogg|Jhin|Blood Moon}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_BloodMoon_SFX_R_1.ogg|Jhin|Blood Moon}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_BloodMoon_SFX_R_2.ogg|Jhin|Blood Moon}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_BloodMoon_SFX_R_3.ogg|Jhin|Blood Moon}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_PROJECT_SFX_R_0.ogg|Jhin|PROJECT}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_PROJECT_SFX_R_1.ogg|Jhin|PROJECT}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_PROJECT_SFX_R_2.ogg|Jhin|PROJECT}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_PROJECT_SFX_R_3.ogg|Jhin|PROJECT}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_ShanHaiScrolls_SFX_R_0.ogg|Jhin|Shan Hai Scrolls}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_ShanHaiScrolls_SFX_R_1.ogg|Jhin|Shan Hai Scrolls}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_DWG_SFX_R_0.ogg|Jhin|DWG}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_DWG_SFX_R_1.ogg|Jhin|DWG}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Empyrean_SFX_R_0.ogg|Jhin|Empyrean}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Empyrean_SFX_R_1.ogg|Jhin|Empyrean}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Empyrean_SFX_R_2.ogg|Jhin|Empyrean}} ''Curtain Call Channeling SFX'' * {{sm2|Jhin_Empyrean_SFX_R_3.ogg|Jhin|Empyrean}} ''Curtain Call Channeling SFX''
File names[edit source]
- Guideline 1: Uploaded audio files' names must be comprehensible (e.g. consistent naming scheme across files and events, notes differences between similar events or champion forms, correct event names), concise (e.g. P/Q/W/E/R instead of full ability names) and elegant (e.g. proper capitalization, punctuation, spacing, no unnecessary symbols or words). For reference, consider existing LoL Champion audio files on the LoLWiki.
- Guideline 2: Assuming event names have not been modified/updated internally (in the game files), the file names of existing default skin audio on the LoL Wiki can be referenced for future skin audio variations. This ensures consistency in naming scheme across shared audio variations between skins, and does not apply to audio variations that have been modified internally to correspond to different events from the default skin one.
- All file names begin with champion name, followed by skin name; spaced, capitalized and punctuated as is conventional in the LoLWiki (refer to LoL Champion data templates).
- Examples:
Leona_MechaKingdoms_...
,Miss_Fortune_Ruined_...
,K'Sante_Empyrean_...
- A champion's base skin is noted as
Original
. - If there are different quotes for different forms, the name of the form goes after the skin name. Note that the extracted file names themselves usually note forms as numbers, so they need to be renamed to have actual names: e.g.
Thresh_SpiritBlossom_Human_...
andThresh_SpiritBlossom_Demon_...
.
- Examples:
- Each spell may specify the champion it belongs to (e.g. "RyzeBasicAttack" identifies basic attack specifically; "MorganaR" identifies specifically). This duplicate can be removed, since the champion would be noted at the start of the file name already.
- Event names are written after champion and skin name, and they are separated by spaces to order them from general to specific. (Note: "general event names", or "event categories" are equivalent to the headings shown in the Format section.)
- Example: Original ability's shot hits an enemy from up-close. The ability (
R
) is the quote's general event and it is written first, then the fact that it plays upon hitting an enemy, then the fact that the enemy is hit in close range. This results in:...R_Hit_CloseRange
(or something similar that expresses this event in an equivalent manner).
plays a quote when the - For individual champion-specific and champion-unique events, this order may vary.
- Example: Original ability's shot hits an enemy from up-close. The ability (
- When a specific event corresponds to multiple different audio files, their names include an ascending number at the end starting from
_0
(not_1
).- The extra number is therefore absent, when an event corresponds to only one unique audio file.
VO file naming[edit source]
- Regarding voiceover files specifically:
- Some file names commonly include certain generic descriptors. These descriptors do not require explicit clarification, since they have general implications: they are always omitted from the file name, and they are categorized in the page under their respective heading without any extra description.
- "2D" and "3D" are two descriptors seen in all files, but they are entirely irrelevant to the purposes of the LoLWiki. Therefore they are omitted.
- The generic event descriptor "General". It is implied that there is no other specific trigger and that the 'general' quote is the default quote.
- The generic event descriptors "Cast" and "On Cast" — these are most often seen in abilities and basic attacks. It is implied that the generic event is casting (the ability, item, etc.).
- The generic descriptors "Standard" and "Order" in older VOs for normal/standard movement events. It is implied that the generic event is simply "Move" itself (as in "standard/normal move order"). The distinction for other types of move events (long moving, first move, etc.) is, of course, still made and kept in the files and in the page.
SFX file naming[edit source]
- Regarding sound effect files specifically:
- All sound effect files specify "SFX" in the file name after the champion name and skin name.
- Example:
Yasuo_Nightbringer_SFX_...
- Example:
- Like voiceovers, each spell may specify the champion it belongs to (e.g. "RyzeBasicAttack" identifies basic attack specifically; "MorganaR" identifies specifically). This duplicate can be removed, since the champion would be noted at the start of the file name already.
- Most event descriptors in the file names should be kept strictly as extracted and assumed to be useful, unlike voiceover files. Handling of specific cases is explained in the remaining points of this section.
- Any "2D" and "3D" descriptors are omitted, just like for voice-over files.
- There may be a small integer number (_0, _1, _2, _3...) attached at the end of certain events. These integers are by default undescriptive so they are either omitted or renamed, depending on their context:
- Sometimes, the number does not actually enumerate anything and is redundant, thus it may be safely omitted.
- Sometimes, the number enumerates a sequence of events. In this case, this number is generally omitted for the first audio in the sequence, and the following events are given a new name by the then contributor which will only be valid on the Wiki, adhering to the proper file naming guidelines.
- Sometimes, the number enumerates SFX that begin simultaneously. This is only relevant for spells, so there are multiple different possibilities. Impact, foley, and loop audio are the most typical examples.
- Impacts are secondary spell SFX that accompany a spell hit. They typically have material switches (@). The material may already be properly named or be in the form of random strings of numbers. The material should be specified at the end alone, removing any trailing string of numbers:
_[material]
(note: without any square brackets) - Foley are usually material audio like walking on ground or water, clothing or wing fluttering, etc. They can have material switches (@) or no additional symbols. The material may already be properly named or be in the form of random strings of numbers. The material can be specified at the end alone, removing any trailing string of numbers:
_[material]
(note: without any square brackets); optionally, thefoley
descriptor can be added before the material (this is recommeended if there are other similar descriptors under the event or if the audio corresponds to multiple events). - Loop audio usually starts abruptly, has a constant volume, and ends abruptly. It may come in a pair with non-loop audio within the same event. The trailing integer is omitted from the non-loop audio that plays upon the event triggering, while the loop audio is renamed to
_loop
- Impacts are secondary spell SFX that accompany a spell hit. They typically have material switches (@). The material may already be properly named or be in the form of random strings of numbers. The material should be specified at the end alone, removing any trailing string of numbers:
- For non-spell audio (e.g. Recall, Death, emotes, etc.) any additional descriptors can be omitted if that event is the only one under its event category.
- Example 1:
Death_cast
may be the only set of Death audio. In this case, it is renamed to simplyDeath
- Example 2:
Dance_intro
andDance_buffactivate
may be two different sets of Dance emote audio. In this case, it is important to keep both of them as is.
- Example 1:
- Also for certain non-spell audio, the "music" and "foley" descriptors can be optionally included (of course, only if there is more than one event under the category, so that the addition of a descriptor makes sense).
- The above cases and examples are not exact for all champions and definitely not exhaustive. It is highly recommended to check out previous contributors' work and/or contact them if you have any questions.
Pick and Ban audio naming[edit source]
This audio is part of Champion Select (pre-game) and consists of the champion's choose quote, choose sound effect, and ban quote. They follow a separate, simpler naming scheme.
- Pick quote: The champion's name goes first, then
_Select
- Pick sound: The champion's name goes first, then
_Select_SFX
- Ban quote: The champion's name goes first, then
_Ban
- Example:
Bel'Veth_Select
-Bel'Veth_Ban
-Bel'Veth_Select_SFX
- The pick sound is transcribed as Sound Effect
Other specific subjects[edit source]
Handling duplicate SFX[edit source]
Duplicate audio is generally removed prior to uploading, for events under the same event category. Only the set(s) corresponding to the "main", or preceding in-game, version may be kept.
- Example 1: A champion has two exact copies of Idle audio sets, Idle1 and Idle2. The Idle2 set is removed.
- Example 2: Basic attack audio for a ranged champion usually consists of the following sets: the cast, the launch, and the hitting. Many champions have multiple basic attack animations (Basic Attack, Basic Attack 2, Basic Attack 3...) but the cast, launch, and hit audio could be identical across those animations. In this case, all audio for Basic Attack 2, 3, etc. is removed.
- The "main" version here is Basic Attack 1. (Note: the 1 is not actually specified in the files.)
- Example 3: Some ability's audio may consist of the following sets: the cast, the hit, the recast, and the recast's hit. If the recast has identical audio to the regular cast, and the recast's hit has identical audio to the regular hit, then all audio for the recast is removed.
- The "main" version here is the (regular) cast.
Removing duplicates of the base skin's audio for the same event in another skin prior to uploading, can be done at the contributor's discretion, but is largely not necessary. Regardless of the decision to keep or omit any duplicate files, it is assumed that skins use the base skin's version of the audio for a certain event by default, and that any skin variants (such as Mythic or Prestige) use their non-special variant's version of the audio by default.
- These facts are also briefly noted in the audio page's legend.
- The omission of any duplicate audio should not result in the obscuring of, or confusion for, the existence or arrangement of events within the game.
Ultimately, the goal of removing duplicates is to reduce upload space and page bloat where possible, without sacrificing the complete cataloguing of events, and while still providing the reader with all of the unique audio for a champion/skin.
Conversation voicelines[edit source]
This refers to voiceover audio that can trigger on a specific event for two or more different characters within the game. It may include multiple related files within the same voiceover and/or outside of it.
- Examples are, but not limited to: responses to specific champions or factions of champions emoting (Taunt, Laugh, Joke, etc.); chats with other champions (e.g. with ); chats with skin characters (e.g. with her familiar, Ina).
- Chats are ordered the same as they play in-game (as in a conversation) and in a multi-level bulleted list.
- Each voiceline response is placed on a new bullet, demoted by a level.
- Characters are presented by including the character's name, followed by a colon and then a space, before the transcription (i.e., not in italics).
- If different voiceovers are involved, the respective character's icon is also included within the audio's sm2 template.
- If multiple different characters in the same voiceover are involved, but only one character speaks actual words—the main one—then this presentation is entirely disregarded. Also consider presenting extra characters' name and icon in the opening formatting.
- Outside of a character's own audio page, only the default skin variation of the voiceline should be included in the list, along with the skin's circle.
- The naming scheme for these files should be kept as close to the original as possible. Most usually, the files will innately have matching labels, names and/or numbering. If this is not the case, consider a naming scheme that adheres to file naming guideline 1, mentioned earlier in the page.
- These guidelines do not currently apply to any potential SFX.
Layout of Trivia[edit source]
- Trivia goes at the end of the audio page, after all listed champion audio.
- The skin that a set of trivia points are referring to is placed first, using the {{csl}} template and size of 32 (px), on a definition point (line begins with
;
). The champion's title can optionally be included when referring to the Original skin, for more flavor. Any old voiceover trivia should be denoted by(old)
or the champion's old title, if it is different (either way is precise). - Trivia points are listed in a bullet point list.
- When referring to voiceovers in other languages, the point should start with:
In the (language) localization, ...
- Listing shared quotes should start with:
(Champion) shares quotes with:
. All different shared quotes should be listed line by line in a bullet list demoted by a level. Each audio file should be followed by the champion skin's circle. - The order of trivia points is: general ones first, then localization ones, then shared quotes.
Cumulative categories[edit source]
This is a structural note regarding the two categories that accumulate all uploaded audio files.
- A champion's 'voice-overs' category reads:
This category contains all voice-overs related to {{ci|<champion name>}}.
- A champion's 'sound effects' category reads:
This category contains all sound effects related to {{ci|<champion name>}}.
- Each champion's 'voice-overs' and 'sound effects' category page should itself be placed under the categories Champion audio and the general category of the champion's name.
- Please note that the former is different from the 'LoL Champion audio' category, which is used for Audio pages.
Format[edit source]
{{Section top}} {{LoL navigation}} == Champion Select == ;Pick ;Ban == Game Start == ;Spawning with Ally/Enemy [Insert Character of Faction Characters] ;Music upon start of the game == Movement == === First Move === ;{{tip|Summoner's Rift}} ;{{tip|Howling Abyss}} ;First Move with [Insert Character or Faction Characters] ;First Move with Ally/Enemy [Insert Character or Faction Characters] === Moving === ;Moving in Base ;Moving in River ;Moving in [[Jungle]] ;Moving near [Insert Character or Faction Characters] ;Moving near an Ally/Enemy [Insert Character or Faction Characters] ;[[Homeguard]] ;Upon Entering the Enemy Base === Long Move === ;While Ally team is ahead ;While Ally team is behind ;While Ally team is even == First Encounter == ;First Encounter with [Insert Character or Faction Characters] == Idle == ;Idle near Ally/Enemy [Insert Character or Faction Characters] == Taunt == ;Taunting [Insert Character or Faction Characters] ;Taunting an Ally/Enemy ;Taunting an Ally/Enemy [Insert Character or Faction Characters] ;Taunt Response ;Ally Taunt Response ;Enemy Taunt Response ;Taunt Response to Ally/Enemy [Insert Character or Faction Characters] ;Taunt Response to Ally/Enemy Mastery Flash ;Taunt Response Ended Nearby == Joke == ;Joking near an Ally/Enemy ;Joking near an Ally/Enemy [Insert Character or Faction Characters] ;Joke Response ;Ally Joke Response ;Enemy Joke Response ;Joke Response Ended Nearby == Laugh == ;Laugh Response == Dance == == Attack == === Basic Attacking === === Attacking === ;Attacking [Insert Character or Faction Characters] ;Attacking a {{tip|Minion}} ;Attacking a {{tip|Monster}} ;Attacking an Epic {{tip|Monster}} ;Attacking {{ui|Gromp}} ;Attacking {{ui|Krug|Krugs}} ;Attacking {{ui|Crimson Raptor|Raptors}} ;Attacking {{ui|Greater Murk Wolf|Wolves}} ;Attacking {{ui|Blue Sentinel}} ;Attacking {{ui|Red Brambleback}} ;Attacking {{ui|Rift Herald}} ;Attacking the {{ui|Dragon}} ;Attacking {{ui|Cloud Drake}} ;Attacking {{ui|Infernal Drake}} ;Attacking {{ui|Mountain Drake}} ;Attacking {{ui|Ocean Drake}} ;Attacking {{ui|Hextech Drake}} ;Attacking {{ui|Chemtech Drake}} ;Attacking {{ui|Elder Dragon}} ;Attacking {{ui|Atakhan}} ;Attacking {{ui|Baron Nashor}} == Ability Casting == === Using [Insert Ability] === ;Recast ;Ranking for the [First / Second / etc.] Time ;[First / Second / Third / etc.] Cast ;Using on an Ally / Enemy Champion ;Using on an Ally / Enemy [Insert Character or Faction Characters] == Kills and Objectives == ;Killing a Champion ;Killing a Champion with [Insert Ability] ;Кilling [Insert Character or Faction Characters] ;Scoring First Blood ;Ally team scoring First Blood ;Enemy team scoring First Blood ;Scoring an Assist ;Scoring an Assist for [Insert Character or Faction Characters] ;Scoring a Killing Spree ;Scoring a Multikill ;Scoring a Double Kill ;Scoring a Triple Kill ;Scoring a Quadra Kill ;Scoring a Pentakill ;Scoring an Ace ;Destroying a {{tip|Turret}} ;Killing a {{tip|Minion}} ;Killing a {{tip|Monster}} ;Killing an Epic {{tip|Monster}} ;Killing {{ui|Gromp}} ;Killing {{ui|Krug|Krugs}} ;Killing {{ui|Crimson Raptor|Raptors}} ;Killing {{ui|Greater Murk Wolf|Wolves}} ;Killing {{ui|Blue Sentinel}} ;Killing {{ui|Red Brambleback}} ;Killing {{ui|Rift Herald}} ;Killing the {{ui|Dragon}} ;Killing {{ui|Cloud Drake}} ;Killing {{ui|Infernal Drake}} ;Killing {{ui|Mountain Drake}} ;Killing {{ui|Ocean Drake}} ;Killing {{ui|Hextech Drake}} ;Killing {{ui|Chemtech Drake}} ;Killing {{ui|Elder Dragon}} ;Killing {{ui|Atakhan}} ;Killing {{ui|Baron Nashor}} == {{ccib|Gold.png|size=32}}Shopping == ;Opening the [[Shop]] ;Buying an Item ;Buying [Insert Item] ;Exiting the [[Shop]] == Other Gameplay == ;[[Experience (champion)|Leveling Up]] ;Ranking up an Ability ;Using [Insert Item] ;Placing a {{tip|Ward}} ;Destroying a {{tip|Ward}} ;Receiving a [[Buff]] from an Ally ;Receiving a Heal ;Receiving a Shield ;Low Health === [[Controls and Hotkeys|Pinging]] === ;Pinging a Target ;'Assist Me' ;'Danger' ;'Enemy Missing' ;'On My Way' == {{si|Recall}} == ;Near an Ally/Enemy [Insert Character or Faction Characters] ;Completion == Death == ;Dying to [Insert Character or Faction Characters] ;Respawn ;Respawn after dying to [Insert Character or Faction Characters] == Game End == ;Victory ;Defeat == Sound Effects == {{#tag:tabber|Show= (All SFX audio is listed in this space. Remove this comment when copying.) {{!}}-{{!}}Hide= {{Clear}} }} == [[Co-op vs. AI]] Responses == ;Match Start ;Special ;Against Player [Insert Character or Faction Characters] ;Player Team Victory ;Player Team Defeat {{Section bot}}