History Main / BANGBANGBANG

8th Nov '17 6:39:36 AM __Vano
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This is not to say gunshots are ''not'' loud; quite the opposite, a gunshot is the loudest normal sound a human being is likely to hear, which is why ear protectors are mandatory in firing ranges. Hollywood gunshots are usually much too ''quiet'' relative to other sounds, with a character in one scene able to shout as loud as a shotgun blast in another. This is really an AcceptableBreakFromReality; most shooting enthusiasts will suffer from some degree of sound-induced hearing loss due to their hobby, and movie sound systems typically aren't designed to output noise above the human pain threshold anyway. Therefore we are given [[TheCoconutEffect standard sounds that represent gunfire]].

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This is not to say gunshots are ''not'' loud; quite the opposite, a gunshot is the loudest normal sound a human being is likely to hear, which is why ear protectors are mandatory in firing ranges. Hollywood gunshots are usually much too ''quiet'' relative to other sounds, with a character in one scene able to shout as loud as a shotgun blast in another. This is really an AcceptableBreakFromReality; most shooting enthusiasts will suffer from some degree of sound-induced hearing loss due to their hobby, and movie sound systems typically aren't designed to output noise above the human pain threshold anyway.anyway ([[DontTryThisAtHome and that is a good thing]]). Therefore we are given [[TheCoconutEffect standard sounds that represent gunfire]].
28th Oct '17 12:51:26 PM SeptimusHeap
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* ''VideoGame/{{Half-Life 2}}'' averted this with the 9mm USP Match. Which had a rather disappointing (but fairly realistic) "PAFF PAFF" sound.

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* ''VideoGame/{{Half-Life 2}}'' ''VideoGame/HalfLife2'' averted this with the 9mm USP Match. Which had a rather disappointing (but fairly realistic) "PAFF PAFF" sound.
4th Oct '17 6:38:43 AM Kartoonkid95
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* ''WesternAnimation/TomAndJerry'': Averted in ''Sorry Safari'', when Tom's master punishes him by wrapping his shotgun around his head and firing it, causing him to go deaf (and render the cartoon itself silent) for a moment.
13th May '17 5:40:25 PM nombretomado
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* ''Franchise/StarCraft'': The Marines are outfitted with "Gauss Rifles" that, based on the name, should accelerate bullets using electromagnetic coils yet, for some reason, make generic rat-a-tat sounds as if they were propelled by gunpowder.

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* ''Franchise/StarCraft'': ''VideoGame/StarCraft'': The Marines are outfitted with "Gauss Rifles" that, based on the name, should accelerate bullets using electromagnetic coils yet, for some reason, make generic rat-a-tat sounds as if they were propelled by gunpowder.
21st Mar '17 8:01:15 AM contrafanxxx
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* Mii Koryuji's gun firing in the opening to ''VideoGame/ProjectXZone'' sounds a lot like the sound used in ''Film/DirtyHarry'', ''Film/DeathWish3'', ''Series/MiamiVice'', and ''VideoGame/LethalEnforcers''.
22nd Feb '17 8:26:54 PM wolftickets1969
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** ''VideoGame/ResidentEvil4'' plays this trope straight with both the mounted minigun in the castle and the miniguns wielded by the {{Giant Mook}}s in Chapter 5.
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.
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