A structured archive of Clash Royale sound effects organized by card/unit. Files are original .wav exports pulled directly from the game assets; no processing or re-encoding has been applied unless noted in a specific folder.
- Organization: Each folder corresponds to a card or feature (for example,
card_common_knight,card_legendary_princess,card_tower_kingtower). Inside, you’ll find one or more.wavfiles named after the event/variation (e.g.,attack,spawn,hit,vo_...) and a numeric suffix where there are multiple takes. - Format: Files are in their original
.wavformat as extracted from the client data. Metadata is preserved as-is.
- Browse and preview: Open any folder and play the
.wavfiles in your audio player/DAW. - Attribution: If you use these for content (videos, mods, educational demos), please credit Supercell and this archive as the source of the rip.
- Do not redistribute commercially: See the licensing/disclaimer section below.
- Folder names:
card_{rarity}_{name}orcard_evolution_{name}follow in-game taxonomy to make discovery simple. - File names: Typically
{short_context}_{index}.wav(for example,fire_01.wav,hit_03.wav). Some legacy folders may use slightly different conventions where that matched in-game naming.
- Fixes/renames: PRs to improve naming consistency, add missing sounds, or correct classifications are welcome.
- Additions: If you have additional clean rips, match the existing folder structure and file naming.
- Issues: Open an issue if you notice corrupt files, broken links, or misclassified assets.
- This repository is a fan-made archive and is not affiliated with or endorsed by Supercell.
- All audio assets are the property of their respective owners (Supercell). They are provided here strictly for educational, archival, and non-commercial purposes.
- If you are the rights holder and would like specific files or folders removed, please open an issue or contact the maintainer and they will be taken down promptly.
Any IDE/project files that were previously present have been removed to keep the repo focused on audio assets and to avoid unnecessary metadata. If you need per-folder project files for your workflow, consider generating them locally rather than committing them.
- Large binary assets can make Git clones heavy. If you plan to fork and expand the archive substantially, consider using Git LFS for
.wavfiles.
Enjoy exploring and using the sounds!