History Main / LimitedSoundEffects

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.
9th Jun '16 5:45:21 AM TheOneWhoTropes
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* If you think recycled sound effects within a single game are bad, imagine sound effects being re-used across multiple games. This is exactly the case with ''ActRaiser'', ''SoulBlazer'', and ''IllusionOfGaia''. Enix re-used numerous sound effects in two or more of those games, such as taking damage, dealing damage, projectiles being fired, thunder, life bars being refilled, menu selection confirmations, cursor movements, and probably more.

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* If you think recycled sound effects within a single game are bad, imagine sound effects being re-used across multiple games. This is exactly the case with ''ActRaiser'', ''VideoGame/ActRaiser'', ''SoulBlazer'', and ''IllusionOfGaia''. Enix re-used numerous sound effects in two or more of those games, such as taking damage, dealing damage, projectiles being fired, thunder, life bars being refilled, menu selection confirmations, cursor movements, and probably more.
4th Jun '16 4:31:20 PM nombretomado
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** In the PS2 version (not present or since then patched in the PC version) of ''VideoGame/HalfLife1'' if you try to smash bullet proof glass with your crowbar you will hear a bullet ricochet sound.

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** In the PS2 [=PS2=] version (not present or since then patched in the PC version) of ''VideoGame/HalfLife1'' if you try to smash bullet proof glass with your crowbar you will hear a bullet ricochet sound.
20th Feb '16 11:17:21 AM Prfnoff
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* In ''OneMustFall 2097'' punching or kicking another mecha causes a clanging metal sound. Burn it with your [[PlayingWithFire Pyros]], and you hear the same CLANGG.
** This a bit jarring when you realize that custom hit sounds were implemented for various stages, as well as some of the other robot's special attacks.
* Flying units in the Amiga version of ''Lords of Chaos'' make the same clip-clop sound as walking units when they move. This kind of stands out when it's otherwise more complex than the Commodore 64 version, which has different sounds for walking and flying.

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* In ''OneMustFall ''VideoGame/OneMustFall 2097'' punching or kicking another mecha causes a clanging metal sound. Burn it with your [[PlayingWithFire Pyros]], and you hear the same CLANGG.
**
CLANGG. This a bit jarring when you realize that custom hit sounds were implemented for various stages, as well as some of the other robot's special attacks.
* Flying units in the Amiga UsefulNotes/{{Amiga}} version of ''Lords of Chaos'' make the same clip-clop sound as walking units when they move. This kind of stands out when it's otherwise more complex than the Commodore 64 UsefulNotes/{{Commodore 64}} version, which has different sounds for walking and flying.




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* ''[[VideoGame/{{Glider}} Glider Pro]]'' has only one sound effect for collecting {{Power Up}}s, even though ''Glider 4.0'' had distinctive sounds for picking up [[NitroBoost batteries]], rubber bands and [[OneUp papers]]. Also, when a trigger destroys a prize, it plays the same sound heard whenever your glider crashes.
28th Nov '15 1:42:15 PM nombretomado
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** And the other one voiced by [[SeanBean Boromir]].

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** And the other one voiced by [[SeanBean [[Creator/SeanBean Boromir]].
28th Oct '15 12:49:10 PM Saber15
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* ''[[Videogame/{{X}} X3: Reunion]]'' and the two games based on its engine have precisely ''two'' explosion noises, one for fighter ship destruction and another for weaponry, the latter of which is obnoxiously loud. It's not too bad in ''Reunion'' where only Flak produces the explosions, but in the sequel multiple weapons use it. The Fragmentation Bomb Launcher plays it when it fragments, Flak Artillery Arrays play it upon detonation, Cluster Flak plays it [[RecursiveAmmo multiple times]], capital ships play it when they explode, and so on. A number of {{Game Mod}}s change the firing noise or at least reduce its volume.

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* ''[[Videogame/{{X}} X3: Reunion]]'' and the two games sequels based on its engine have precisely ''two'' explosion noises, one for fighter ship destruction and another for weaponry, the latter of which is obnoxiously loud. It's not too bad in ''Reunion'' where only Flak produces the explosions, but in the sequel multiple weapons use it. The Fragmentation Bomb Launcher plays it when it fragments, Flak Artillery Arrays play it upon detonation, Cluster Flak plays it [[RecursiveAmmo multiple times]], capital ships play it when they explode, and so on. A number of {{Game Mod}}s change the firing noise or at least reduce its volume.
28th Oct '15 12:48:31 PM Saber15
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to:

* ''[[Videogame/{{X}} X3: Reunion]]'' and the two games based on its engine have precisely ''two'' explosion noises, one for fighter ship destruction and another for weaponry, the latter of which is obnoxiously loud. It's not too bad in ''Reunion'' where only Flak produces the explosions, but in the sequel multiple weapons use it. The Fragmentation Bomb Launcher plays it when it fragments, Flak Artillery Arrays play it upon detonation, Cluster Flak plays it [[RecursiveAmmo multiple times]], capital ships play it when they explode, and so on. A number of {{Game Mod}}s change the firing noise or at least reduce its volume.
28th Oct '15 12:03:49 PM FF32
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* "HeavyRain" uses the same three "Jason!" and "Shawn!" voice clips at random.

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* "HeavyRain" "VideoGame/HeavyRain" uses the same three "Jason!" and "Shawn!" voice clips at random.
12th Jul '15 7:00:31 AM Gizbit99
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* In VideoGame/PokemonRedAndBlue, due to the software limitations of the day, several 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, several 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.
12th Jul '15 7:00:13 AM Gizbit99
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* In VideoGame/PokemonRedAndBlue, due to the software limitations of the day, two sets of two Pokémon had identical cries - both Charizard and Ryhorn as well as Poliwag and Ditto. However, this was changed from [[VideoGame/PokemonGoldAndSilver Gen II]] onward, so now no two Pokémon have the same cry.

to:

* In VideoGame/PokemonRedAndBlue, due to the software limitations of the day, two several sets of two Pokémon had identical cries - both Charizard and Ryhorn as well as Poliwag and Ditto.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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