pf2e.fyi
From Pathfinder Adventure: A Fistful of Flowers, which isn't enabled.

Bad Vibrations

COMPLEX HAZARD 3
Stealth +10 (expert)
Description The three larger crystals on the table begin to vibrate and emit a swiftly growing peal of sound.

Disable DC 17 Thievery (trained) or DC 17 Occultism (trained) to disrupt the magic enchanting one of the crystals, or DC 20 Performance (trained) by a character who can cast Counter Performance to use sound to redirect the noise back into the crystal, or Dispel Magic (2nd rank, DC 18) to counteract a crystal.

AC 19; Fort +12, Ref +6
Hardness 10, HP 16 (BT 8) HP per crystal; Immunities critical hits, precision; Weaknesses sonic 5

Shrill Chime
Trigger A creature other than Darius or one of his homonculi approaches within 5 feet of the table or attempts to Interact with the crystals in any way other than to attempt to disable the hazard.

Effect The three large crystals on the table begin vibrating and humming. The hazard rolls initiative.
Routine (3 actions) The hazard loses 1 action for each crystal that's disabled or destroyed. On each of the trap's actions, one of the crystals fires a blast of sound at a single Small or larger creature in the room. The target is randomly determined and takes 1d8 sonic damage (DC 20 basic Fortitude); a target who critically fails this save is Deafened for 1 minute. At the end of the hazard's routine, attempt a DC 10 flat check. On a success, one of the crystals shatters and is destroyed.
Pathfinder Adventure: A Fistful of FlowersOGL