History Main / LimitedSoundEffects

16th Sep '17 11:10:50 AM nombretomado
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* The GameBoyAdvance version of ''VideoGame/HarryPotter and the Chamber of Secrets'' uses the same cry for both the half-dozen trolls scattered throughout the various levels and the basilisk.

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* The GameBoyAdvance UsefulNotes/GameBoyAdvance version of ''VideoGame/HarryPotter and the Chamber of Secrets'' uses the same cry for both the half-dozen trolls scattered throughout the various levels and the basilisk.
7th Sep '17 7:08:27 AM theenglishman
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Added DiffLines:

** There's also only one voice clip per PlayerCharacter that plays when they pick up an item container (whether it be rings, a OneUp, a shield etc.) - and if there are multiple containers in close proximity, the single clip plays ''every time'', such as [[http://youtu.be/JyK6tb5HbTs?t=12m43s this famous moment]] from a playthrough done by WebVideo/GameGrumps.
16th Jun '17 8:10:50 PM mogryo
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** And the other one voiced by [[Creator/SeanBean Boromir]].
23rd Apr '17 7:33:28 AM Korodzik
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* Early versions of ''VideoGame/{{Doom}}'' seeked to partially avert this by [[https://www.youtube.com/watch?v=NGKbYpQv1ZE randomly shifting the pitch of any sound effects played back]]. This doesn't work in later versions due to [[https://doomwiki.org/wiki/Random_sound_pitch_removed code bugs]].
22nd Nov '16 6:48:43 PM BiffJr
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** And then there's the Arachnos Fliers (huge transport gunships) in ''VideoGame/CityOfVillains'' that, to this day, ''still'' use the creaking wooden door sound for its access hatches.

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** And then there's the Arachnos Fliers (huge transport gunships) in ''VideoGame/CityOfVillains'' that, to this day, ''still'' use the last, used the creaking wooden door sound for its access hatches.
22nd Nov '16 6:47:45 PM BiffJr
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* ''VideoGame/CityOfHeroes'' does this to varying degrees- regardless of whether you're hitting a zombie or a giant robot, you get the same sound effect for your attack. What's more noticeable (because it's limited) is the sound of walking. While there are several different sounds (metal, carpet, and a generic hard surface) these appear to be less granular than the floor detail: you can find yourself suddenly running across a linoleum floor to the muted thuds of carpet, or dashing through a particularly large planter while listening to hardwood flooring.

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* ''VideoGame/CityOfHeroes'' does did this to varying degrees- regardless of whether you're hitting a zombie or a giant robot, you get got the same sound effect for your attack. What's What was more noticeable (because it's limited) is was the sound of walking. While there are were several different sounds (metal, [[note]]metal, carpet, and a generic hard surface) surface [[/note]] these appear appeared to be less granular than the floor detail: you can could find yourself suddenly running across a linoleum floor to the muted thuds of carpet, or dashing through a particularly large planter while listening to hardwood flooring.



*** And let's not mention ''VideoGame/ChampionsOnline'', in its remarkable attempt to differentiate itself from ''VideoGame/CityOfHeroes'' actually using the exact same sound library for many of its effects. It's rather jarring to be play both games and hear the same sound effects across different powers.
21st Nov '16 8:16:51 AM Morgenthaler
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** ''LittleBigAdventure'' (1994) and its sequel (1997), created mostly by the same people as ''Videogame/AloneInTheDark1992'' (under a different label), similarly use a variety of sounds for walking on different surfaces.

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** ''LittleBigAdventure'' ''VideoGame/LittleBigAdventure'' (1994) and its sequel (1997), created mostly by the same people as ''Videogame/AloneInTheDark1992'' (under a different label), similarly use a variety of sounds for walking on different surfaces.
19th Nov '16 5:34:53 AM Morgenthaler
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[[AC:Out of Place Sound Effects]]

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[[AC:Out [[foldercontrol]]

[[folder: Out
of Place Sound Effects]]Effects ]]



[[AC:Overly-Repetitive Sound Effects]]

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[[AC:Overly-Repetitive [[/folder]]

[[folder: Overly-Repetitive
Sound Effects]]Effects ]]



** [[AC: I KNOW THIS HURTS YOU, SHEPARD]]

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** [[AC: I KNOW THIS HURTS YOU, SHEPARD]]SHEPARD ]]



[[AC:Other]]

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[[AC:Other]][[/folder]]

[[folder: Other ]]



* In VideoGame/PokemonRedAndBlue, due to the software limitations of the day, two sets of two Pokémon had identical cries - Charizard and Ryhorn as well as Poliwag and Ditto. Even more Pokémon had cries that were just sped-up or slowed-down version of the other's - Caterpie and Poliwag/Ditto, Fearow and Cloyster, Jynx and Exeggutor, etc. However, this was changed from [[VideoGame/PokemonGoldAndSilver Gen II]] onward, so now no two Pokémon have the same cry.

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* In VideoGame/PokemonRedAndBlue, due to the software limitations of the day, two sets of two Pokémon had identical cries - Charizard and Ryhorn as well as Poliwag and Ditto. Even more Pokémon had cries that were just sped-up or slowed-down version of the other's - Caterpie and Poliwag/Ditto, Fearow and Cloyster, Jynx and Exeggutor, etc. However, this was changed from [[VideoGame/PokemonGoldAndSilver Gen II]] onward, so now no two Pokémon have the same cry.cry.

[[/folder]]
19th Nov '16 5:26:39 AM Morgenthaler
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** The studio did the same thing again on ''WhatsNewScoobyDoo'' 35 years later, using a similar small portion of the Hanna-Barbera sound effect library repeated over and over; most of the others were the studio's own effects created in-house (including many recorded just for the show.)

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** The studio did the same thing again on ''WhatsNewScoobyDoo'' ''WesternAnimation/WhatsNewScoobyDoo'' 35 years later, using a similar small portion of the Hanna-Barbera sound effect library repeated over and over; most of the others were the studio's own effects created in-house (including many recorded just for the show.)
17th Jun '16 5:00:14 PM R1ck
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Pretty much [[ExactlyWhatItSaysOnTheTin exactly what it sounds like]]. In videogames, both the constraints of space and simple practicality mean that there's a limited number of sound effects available, and this number is less than the number of actions a player can perform. So one sound effect will often be triggered by multiple actions. At its best, this is barely noticeable. Sure, the sound isn't exactly right, but it's close enough. Sometimes, though, this can get a little blatant.

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Pretty much [[ExactlyWhatItSaysOnTheTin exactly what it sounds like]]. In videogames, both the constraints of space and simple practicality mean that there's a limited number of sound effects available, and this number is less than the number of actions a player can perform. So one sound effect will often be triggered by multiple actions. At its best, this is barely noticeable. Sure, the sound isn't exactly right, but it's close enough. Sometimes, though, this can get a little blatant.
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