There are two separate potential sonic/acoustic effects I'd love to see the warden have:
1. Hypersonic Blast - the warden cranks its echolocation clicking to 111, unleashing a percussive wave of sound that can knock players back and damage them. Similar to the Half-Life mobs known as Houndeyes. Additionally can cause random blocks to break free of the ceiling and fall on the player.
2. Infrasound Resonance: creating vibrations at the resonant frequency of the rock, temporary partial liquefaction makes the ground permeable, causing players and other mobs to SINK. Only if you're moving will you be able to stay aloft. No waiting it out in safety; you'll start to suffocate if you sink past your eyes!
Instead of being actually too loud for a player's speakers, they can dampen all other sounds the moment they fire and for a little while after (combined with an "ear ringing" effect, simulating temporary deafness.
Sounds that are dangerously loud are known to have physiological effects on people, making them nauseous from their internal organs vibrating, dizzy from their cochlear fluids being disturbed, and making their vision blurry by disrupting the fluid in their eyes.
We clearly want to make sure standing and fighting the warden is unpleasant and frustrating, because we aren't supposed to fight the warden.
Therefore hunger and nausea effect are well justified and explained by science as well as the existing blindness effect.