Those look fine, but I still feel like it makes more sense to combine them, since one is contingent on the other. Well, doesn't really matter.
On second thoughts, it could work better as a combined ability. That certainly seems closer to the original stats. It depends on how much we want to follow the 3E version.
I do think the silence and deaf business is redundant, since it's already implied under mind-affecting sonic attacks.
Yes, the silence/deaf bits out to be cut out, e.g.:
Whisper (Su): As a standard/free/swift action, a soul beckoner can whisper eerily. Creatures within 240 feet who can hear the whispers must succeed on a DC 14 Will save or be drawn toward the soul beckoner. Creatures drawn to a soul beckoner are attacked by the monster and are considered flat-footed (even if they are normally immune to being caught flat-footed), but a successful hit breaks the effect. Otherwise, victims are allowed a Will save every round to escape the whisper's effect with a cumulative +2 bonus per round. This is a sonic mind-affecting enchantment (compulsion) effect. The save DC is Charisma-based.
Eerie Wail (Su): If a soul beckoner’s whisper attack fails, the victim hears an eerie wailing sound. The character must then make another DC 14 Will save or become panicked for 1d4+1 rounds. This is a sonic, mind-affecting fear effect. The save DC is Charisma-based.
If we go for a "combined effect", it might look something like:
Eerie Whispers (Su): As a standard/free/swift action, a soul beckoner can whisper eerily. Creatures within 240 feet who hear the whispers must succeed on a DC 14 Will save or be drawn toward the soul beckoner. Creatures drawn to a soul beckoner are attacked by the monster and are considered flat-footed (even if they are normally immune to being caught flat-footed), but a successful hit breaks the effect. Otherwise, victims are allowed a Will save every round to escape the whispers' call, with a cumulative +2 bonus per round. When a victim successfully saves versus the draw of the whispers, they must make an additional DC 14 Will save or flee in panic for 1d4+1 rounds.
This is a sonic mind-affecting enchantment (compulsion) effect. The save DCs is Charisma-based.