History Main / BANGBANGBANG

14th Jan '17 6:26:00 PM vtarira
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* According to the DVD commentary for the ''Franchise/IndianaJones'' movies, the sound used for Indy's handgun was actually a 30/30 rifle, to make it sound more impressive. Astute viewers will note that these movies adhere to the "distinctive gunshot per character" motif as every handgun Indy uses ''always produces the same sound.''

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* According to the DVD commentary for the ''Franchise/IndianaJones'' movies, the sound used for Indy's handgun was actually a 30/30 rifle, to make it sound more impressive. Astute viewers will note that these movies adhere to the "distinctive gunshot per character" motif as every handgun Indy uses ''always produces the same sound.'''' It's still very--sometimes distractingly--over the top, though.
--> '''[[{{Podcast/Rifftrax}} Mike]]:''' His pistol sounds like a deck gun on the ''Bismarck''!
8th Jan '17 3:28:23 PM Blazer
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* A similar example happened with the mass shooting at the Fort Lauderdale-Hollywood Airport in early January 2017. Many people away from the site of the shooting heard the sounds of gunfire from the shooter, but some mistook them for the sounds of firecrackers and only knew of what happened after people started panicking and running.
11th Oct '16 2:24:34 PM ANTMuddle
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Characters in fiction never seem to flinch or be in pain from the sound of gunshots, even when firing fully automatic weapons in confined spaces. People on TV never experience tinnitus or hearing loss, even temporarily. TV characters have the ability to [[AcousticLicense fire their weapons and also hear tiny noises or whispers at the same time]].

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Characters in fiction never seem to flinch or be in pain from the sound ''sound'' of gunshots, even when firing fully automatic weapons in confined spaces. People on TV never experience tinnitus or hearing loss, even temporarily. TV characters have the ability to [[AcousticLicense fire their weapons and also hear tiny noises or whispers at the same time]].
14th Aug '16 9:06:32 AM UmbrellasWereAwesome
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* An accidental example in ''Franchise/{{Halo}}: For ''VideoGame/HaloCombatEvolved'', Creator/{{Bungie}} mastered the weapon sound effects with an LFE component (the .1 in 5.1 surround sound). For most parts of a recording, this sound-effect-to-LFE transition ("bass management") is actually meant to be performed by the home user's sound system, so in this instance the bass on the guns was doubled-up. This was corrected for ''VideoGame/{{Halo 2}}'', leading to a more accurate sound which initially seemed weaker. Strangely enough, the silenced SMG in ''VideoGame/Halo3ODST'' is ''louder'' than the original version.

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* An accidental example in ''Franchise/{{Halo}}: ''Franchise/{{Halo}}'': For ''VideoGame/HaloCombatEvolved'', Creator/{{Bungie}} mastered the weapon sound effects with an LFE component (the .1 in 5.1 surround sound). For most parts of a recording, this sound-effect-to-LFE transition ("bass management") is actually meant to be performed by the home user's sound system, so in this instance the bass on the guns was doubled-up. This was corrected for ''VideoGame/{{Halo 2}}'', leading to a more accurate sound which initially seemed weaker. Strangely enough, the silenced SMG in ''VideoGame/Halo3ODST'' is ''louder'' than the original version.
13th Aug '16 2:51:55 PM UmbrellasWereAwesome
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* Accidental video game example: for ''VideoGame/HaloCombatEvolved'', Bungie mastered the weapon sound effects with an LFE component (the .1 in 5.1 surround sound). For most parts of a recording, this sound-effect-to-LFE transition ("bass management") is actually meant to be performed by the home user's sound system, so in this instance the bass on the guns was doubled-up. This was corrected for ''VideoGame/{{Halo 2}}'', leading to a more accurate sound which initially seemed weaker. Strangely enough, the silenced SMG in ''VideoGame/Halo3ODST'' is ''louder'' than the original version.

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* Accidental video game example: for An accidental example in ''Franchise/{{Halo}}: For ''VideoGame/HaloCombatEvolved'', Bungie Creator/{{Bungie}} mastered the weapon sound effects with an LFE component (the .1 in 5.1 surround sound). For most parts of a recording, this sound-effect-to-LFE transition ("bass management") is actually meant to be performed by the home user's sound system, so in this instance the bass on the guns was doubled-up. This was corrected for ''VideoGame/{{Halo 2}}'', leading to a more accurate sound which initially seemed weaker. Strangely enough, the silenced SMG in ''VideoGame/Halo3ODST'' is ''louder'' than the original version.
15th Jul '16 5:34:36 PM Kadorhal
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* Averted in the first person shooter series ''VideoGame/CallOfDuty'', the guns sounding pretty realistic as long as you turn the volume loud enough.

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* Averted in the first person shooter series ''VideoGame/CallOfDuty'', the guns sounding pretty realistic as long as you turn the volume loud enough. Sometimes the devs fudge with things for the purpose of dramatics, however; for example, a character executing another with an M1911 halfway through ''Call of Duty 4'' is accompanied by the sound of the Desert Eagle.



* ''VideoGame/{{Counter-Strike}}'' also plays this with the [=H&K USP45=] and the Glock 18: since the Glock eats 9 mm parabellum rounds and the [=USP45=] uses the more powerful .45 ACP rounds, they basically made the USP's bang more low-pitched to make it feel more powerful. This may be an [[AcceptableBreaksFromReality Acceptable Break From Reality]] though: remember video games must also give some feedback to the player, and in this case, the user knows the difference between the Glock and the USP's power by the detonation.

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* ''VideoGame/{{Counter-Strike}}'' ''VideoGame/CounterStrike'' also plays this with the [=H&K USP45=] and the Glock 18: since the Glock eats 9 mm parabellum 9mm Parabellum rounds and the [=USP45=] uses the more powerful .45 ACP rounds, they basically made the USP's bang more low-pitched to make it feel more powerful. This may be an [[AcceptableBreaksFromReality Acceptable Break From Reality]] though: remember video games must also give some feedback to the player, and in this case, the user knows the difference between the Glock and the USP's power by the detonation.



* It is customary for the sound volume of individual shots to be inversely proportional to rate of fire. A minigun tends to sound like "prrrrrrrrrr" (see the one in ''VideoGame/UnrealTournament'') while a pistol goes "'''BANG BANG'''".

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* It is customary for the sound volume of individual shots to be inversely proportional to rate of fire.fire (much as [[ArbitraryGunPower the amount of damage per bullet]] varies as well). A minigun tends to sound like "prrrrrrrrrr" (see the one in ''VideoGame/UnrealTournament'') while a pistol goes "'''BANG BANG'''".






* In Vietnam, some US soldiers took to stealing AK's from dead NVA/VC soldiers. Aside from souvenirs, they did this because the AK has a rather distinct sound among assault rifles, so they could use them against the Viet Cong to sow confusion amongst them in battle. Unfortunately that tactic was more harmful than beneficial in some cases since, upon hearing the distinctive report of AK-47s, U.S. soldiers would often assume the fire was of enemy origin. This led to some UnfriendlyFire incidents.

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* In Vietnam, some US soldiers took to stealing AK's from dead NVA/VC soldiers. Aside from souvenirs, they did this because the AK has a rather distinct sound among assault rifles, so they could use them against the Viet Cong to sow confusion amongst them in battle. Unfortunately that tactic was more harmful than beneficial in some cases since, upon hearing the distinctive report of AK-47s, U.S. other US soldiers would often assume the fire was of enemy origin. This led to some UnfriendlyFire incidents.



* The MG 42 was infamous for its [[http://www.youtube.com/watch?v=6ptqNMGg948 distinct sound]], due in large part to its [[MoreDakka high firing rate]]. Almost every nickname it earned was due to the sound it made. American troops called it "Hitler's Zipper", while the Germans themselves were known to call it the "Buzzsaw".
* An example of how gunshots aren't always recognizable is the assassination of Reynaldo Dagsa, a Filipino politician who became famous for inadvertly capturing his killer in a family photo. The assassin was standing right behind the victim's family when he fired the fatal shot, but they just saw Dagsa fall down and didn't immediately realize he had been shot. Namely, the assassination took place during New Years' celebrations, and they mistook the sound of the assassin's .45 caliber handgun for a firecracker.

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* The MG 42 was infamous for its [[http://www.youtube.com/watch?v=6ptqNMGg948 distinct sound]], due in large part to its [[MoreDakka high firing rate]].rate]] - the human ear is almost entirely incapable of distinguishing the individual gunshots when there's upwards of 20 of them going on in one second. Almost every nickname it earned was due to the sound it made. American troops called it "Hitler's Zipper", while the Germans themselves were known to call it the "Buzzsaw".
* An example of how gunshots aren't always recognizable is the assassination of Reynaldo Dagsa, a Filipino politician who became famous for inadvertly inadvertently capturing his killer in a family photo. The assassin was standing right behind the victim's family when he fired the fatal shot, but they just saw Dagsa fall down and didn't immediately realize he had been shot. Namely, the assassination took place during New Years' celebrations, and they mistook the sound of the assassin's .45 caliber handgun for a firecracker.
8th Jan '16 5:11:20 PM laserviking42
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* In ''Film/MadMaxFuryRoad'' Furiosa steadies a sniper rifle on Max's shoulder before firing a decidedly not that loud shot. In reality a supersonic round should have blown out Max's eardrums.
1st Nov '15 12:54:26 PM tenebris
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* In ''Film/HitmanAgent47'', 47's Ballers sound distinctively suppressed, when they ought to be rather louder.
25th Aug '15 10:53:09 AM AndyLA
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** The same goes for the Magnum in ''VideoGame/PerfectDark'', which uses a [[StockSoundEffects stock sound]] often used for shotguns. In fact, the shotguns in this game use the same sound.

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** The same goes for the [=DY357=] Magnum in ''VideoGame/PerfectDark'', which uses a [[StockSoundEffects stock sound]] often used for shotguns. In fact, the shotguns in this game use the same sound.
20th Aug '15 5:42:07 AM demonfiren
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* In the second ''VideoGame/{{Turok}}'' game, all of the guns that both the player and enemies use have unique sounds, though none resemble anything that would be realistic. The two biggest offenders have to be the Firestorm (a plasma [[GatlingGood gatling gun), which essentially winds up from the aforementioned "minigun purr" to something that sounds like ''screams'' as it fires, and the Cerebral Bore, which makes sounds unpleasantly like a dental drill. Which is arguably fitting, since it fires homing needle-pods that ''drill out the victim's brains''.

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* In the second ''VideoGame/{{Turok}}'' game, all of the guns that both the player and enemies use have unique sounds, though none resemble anything that would be realistic. The two biggest offenders have to be the Firestorm (a plasma [[GatlingGood gatling gun), gun]]), which essentially winds up from the aforementioned "minigun purr" to something that sounds like ''screams'' as it fires, and the Cerebral Bore, which makes sounds unpleasantly like a dental drill. Which is arguably fitting, since it fires homing needle-pods that ''drill out the victim's brains''.
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