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* An inversion: Actual dead silence was used to punctuate the seismic charges ([[https://www.youtube.com/watch?v=erFcYsC6JaY shown here]]) in ''Franchise/StarWars: Film/AttackOfTheClones'', considered an experiment in cinematography by the film's sound engineers.

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* An inversion: Actual dead silence was used to punctuate the seismic charges ([[https://www.youtube.com/watch?v=erFcYsC6JaY shown here]]) in ''Franchise/StarWars: Film/AttackOfTheClones'', ''Franchise/StarWars'':
** ''Film/AttackOfTheClones'',
considered an experiment in cinematography by the film's sound engineers.

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* In ''Manga/OnePiece'', when Zoro first learns to cut steel, the whole world goes silent save for his heartbeat -- you can even see his opponent yelling, but no sound can be heard.

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* In ''Manga/OnePiece'', when ''Manga/OnePiece''
** When
Zoro first learns to cut steel, the whole world goes silent save for his heartbeat -- you can even see his opponent yelling, but no sound can be heard.heard.
** This is actually the Devil Fruit of Donquixote Rocinante, the Calm-Calm fruit. Which allows the [[TheKlutz clumsy]] man to be an incredible infiltrator, by snuffing any noise in a given area, including explosions.
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* ''WesternAnimation/{{Shrek}}'': When Shrek and Donkey enter Duloc, Shrek comments that it's quiet, too quiet. Some music is heard, which almost sounds like it is in the background in-universe.

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* ''WesternAnimation/{{Shrek}}'': ''WesternAnimation/Shrek1'': When Shrek and Donkey enter Duloc, Shrek comments that it's quiet, too quiet. Some music is heard, which almost sounds like it is in the background in-universe.
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[[folder]][[folder:Literature]]
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[[folder]]
* ''Literature/AFable'': In this World War I novel, Gen. Gragnon is approaching the front when he is "startled, shocked" by what he does not hear, namely, any guns or artillery anywhere. He gets panicky when he realizes that he can hear cicadas chirping and larks singing and beyond that, "the unbearable golden silence." (The soldiers on both sides have, in a mass, refused to attack.)
[[/folder]]
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* ''VideoGame/SuperMarioGalaxy2'''s Slimy Spring Galaxy uses a very minimalistic background track, while the rest of the game's levels were timed to music. THen even the insignificant tones get turned off, ending with nothing but birds chirping to finish the serene effect. Cue finale immediately afterwards.

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* ''VideoGame/SuperMarioGalaxy2'''s Slimy Spring Galaxy uses a very minimalistic background track, while the rest of the game's levels were timed to music. THen Then even the insignificant tones get turned off, ending with nothing but birds chirping to finish the serene effect. Cue finale immediately afterwards.
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If a scene, response or view is shown in total silence, often the audience may simply think the sound is out on their TV or movie theater. Having a background noise that is normally drowned out by foreground noise-- a quiet wind, faint crickets chirping, etc. -- is thus a marker to say "nothing is happening" to the audience. The {{Manga}} UnsoundEffect ''shiiiiiiin''[[note]][[http://en.wikipedia.org/wiki/Tinnitus Tinnitus?]].[[/note]] does the same thing. A visual of a tumbleweed blowing across the scene is used in Westerns, and [[DeadHorseTrope nowadays mainly in comedies]], to convey the same effect. A low rumbling is often also used, to simulate that sort of feeling a person gets in their ears in a dark, quiet room.

to:

If a scene, response or view is shown in total silence, often the audience may simply think the sound is out on their TV or movie theater. Having a background noise that is normally drowned out by foreground noise-- a quiet wind, faint crickets chirping, etc. -- is thus a marker to say "nothing is happening" to the audience. The {{Manga}} UnsoundEffect ''shiiiiiiin''[[note]][[http://en.wikipedia.org/wiki/Tinnitus Tinnitus?]].[[/note]] Tinnitus?]][[/note]] does the same thing. A visual of a tumbleweed blowing across the scene is used in Westerns, and [[DeadHorseTrope nowadays mainly in comedies]], to convey the same effect. A low rumbling is often also used, to simulate that sort of feeling a person gets in their ears in a dark, quiet room.



* On Creator/GerryAnderson shows like ''Series/CaptainScarletAndTheMysterons'', ''Series/{{UFO}}'', ''Series/{{Space 1999}}'', the airless silence of space or the moon's surface is conveyed by a slow droning sound like a cello or double-bass.
* ''Series/TheWalkingDead'': If it's not actually silent, then the air hums with the call of cicadas, to emphasize that there's nothing ''human'' to hear.

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* On In Creator/GerryAnderson shows like ''Series/CaptainScarletAndTheMysterons'', ''Series/{{UFO}}'', ''Series/{{Space 1999}}'', ''Series/UFO1970'', and ''Series/Space1999'', the airless silence of space or the moon's surface is conveyed by a slow droning sound like a cello or double-bass.
* ''Series/TheWalkingDead'': ''Series/TheWalkingDead2010'': If it's not actually silent, then the air hums with the call of cicadas, to emphasize that there's nothing ''human'' to hear.
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* In [[WhatCouldHaveBeen an earlier version]] of ''WesternAnimation/TurningRed'', Mei was going to run for class president against Tyler and the debate would have ended with an awkward silence in which someone coughing can be heard.

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The trope is "ambient sounds made audible to indicate other things are silent". Neither that quote or any of those examples are following that. Some Zero Context Example removal as well. And since this is about audio production, there can be no Real Life examples.


->''"There are different kinds of quiet. There's the quiet when you finally get alone. People love that quiet. But then there's the quiet where you're waiting for something to find you, and the quiet drowns out the sound."''
-->-- Anonymous



** Corazon's devil fruit also allows him to drown out sounds. Whether it involves around an area from himself or taking away someone's ability to make a sound.



[[folder:Fan Works]]
* {{Discussed}} in ''Fanfic/TheWrongReflection''. Eleya explains that on a starship, even when everything else is quiet you can still hear the background hum from the life-support systems, and that the ship's computer will [[SpaceIsNoisy simulate external sounds for the crew]], but a DropPod is completely silent except for the soldier's own breathing until it hits the atmosphere.
* ''Fanfic/ThisBites'': Soundbite can induce this in order to make his MakeMeWannaShout power even more distressing for his target.
[[/folder]]



* ''WesternAnimation/{{Shrek 2}}'': When Shrek and Fiona make their entrance to the people of Far Far Away, everyone looks at them in shock while a lone baby's crying can be heard from amongst the crowd.

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* ''WesternAnimation/{{Shrek 2}}'': ''WesternAnimation/Shrek2'': When Shrek and Fiona make their entrance to the people of Far Far Away, everyone looks at them in shock while a lone baby's crying can be heard from amongst the crowd.



* The subtle sound of wind can be heard in the external shots of the capsule in ''Film/{{Apollo 13}}'', providing an ambiance Quieter Than Silence. There is no sound in space in RealLife.
* Played straight in ''Film/TwoThousandOneASpaceOdyssey'' where some of the most terrifying scenes in the film play out in the cold dead quiet of space.
* An example of the exact opposite: Actual dead silence was used to punctuate the seismic charges ([[https://www.youtube.com/watch?v=erFcYsC6JaY shown here]]) in ''Franchise/StarWars: Film/AttackOfTheClones'', considered an experiment in cinematography by the film's sound engineers.

to:

* The subtle sound of wind can be heard in the external shots of the capsule in ''Film/{{Apollo 13}}'', providing an ambiance Quieter Than Silence. There is ''Film/Apollo13'', as the would be no sound in space in RealLife.
* Played straight in ''Film/TwoThousandOneASpaceOdyssey'' where some of the most terrifying scenes in the film play out in the cold dead quiet of space.
*
An example of the exact opposite: inversion: Actual dead silence was used to punctuate the seismic charges ([[https://www.youtube.com/watch?v=erFcYsC6JaY shown here]]) in ''Franchise/StarWars: Film/AttackOfTheClones'', considered an experiment in cinematography by the film's sound engineers.



* Not quite total silence, but the background noise of crowds and traffic fades to almost nothing just before the eruption kicks off in ''Film/{{Volcano}}''. The effect is to convey the impression that the eruption is '''really loud''', without actually deafening the audience.
* Used very effectively in ''Film/VanillaSky'', where in a crowded bar the already unsettled protagonist mutters he wishes everyone would shut up, and ''all'' ambient noise suddenly stops ''dead''. Seen in the cinema, for a brief moment you'd think the audio track had failed, as the camera doesn't cut away immediately when this happens. Then when it does, everyone in the bar is looking right at the protagonist, in deafening silence. Very unnerving.



* ''Film/NoCountryForOldMen'' does this a lot, and NothingIsScarier...
* Done so perfectly in ''Film/{{Equilibrium}}'' that the commentary says audiences thought that the movie itself had been accidentally turned off. It's completely silent ''and'' totally black for several seconds.



* Prior to the final duel in ''Film/{{Sanjuro}}'', it becomes completely silent as the duelists stare each other down. The eventual strike is punctuated by the ScareChord as indicated above.
* In the movie ''Film/FourteenOhEight'', the sound of a baby crying on the other side of a wall builds and echoes, deafening Enslin until - it stops. Along with all other noise in the scene. We (and he) can't even hear Enslin trying to call out.
* Whenever "the Darkness Comes!" in ''Film/SilentHill'', there is an absolute ''shrieking'' chorus of air-raid sirens, squawking birds, and if anyone's around, panicked running people. Then the darkness overtakes, and for a few moments, [[NothingIsScarier everything is utterly pitch black, and the sirens fade out with a sound not unlike every bit of energy in the world shutting off]]. The silence and darkness are absolute, except MAYBE a bit of heavy breathing or the patter of rain. Then a few moments later you can see again, [[HellOnEarth but really wish you couldn't]].
* Used frequently in ''Film/AQuietPlace'', given the monsters are creatures who follow sound and thus the protagonists make sure to be as quiet as possible. This also creates a tense atmosphere that explodes with every loud noise.

to:

* Prior to the final duel in ''Film/{{Sanjuro}}'', it becomes completely silent as the duelists stare each other down. The eventual strike is punctuated by the ScareChord as indicated above.
* In the movie ''Film/FourteenOhEight'', the sound of a baby crying on the other side of a wall builds and echoes, deafening Enslin until - it stops. Along with all other noise in the scene. We (and he) can't even hear Enslin trying to call out.
* Whenever "the Darkness Comes!" in ''Film/SilentHill'', there is an absolute ''shrieking'' chorus of air-raid sirens, squawking birds, and if anyone's around, panicked running people. Then the darkness overtakes, and for a few moments, [[NothingIsScarier everything is utterly pitch black, and the sirens fade out with a sound not unlike every bit of energy in the world shutting off]]. The silence and darkness are absolute, except MAYBE a bit of only broken by heavy breathing or the patter of rain. Then a few moments later you can see again, [[HellOnEarth but really wish you couldn't]].
* Used frequently in ''Film/AQuietPlace'', given the monsters are creatures who follow sound and thus the protagonists make sure to be as quiet as possible. This also creates a tense atmosphere that explodes with every loud noise.
couldn't]].



[[folder:Literature]]
* It's mentioned in ''{{Literature/Discworld}}'' that being sneaky isn't just a matter of moving silently- evolution has seen fit to make humans correlate silence with [[ParanoiaFuel things deliberately not making noise]].
** Unseen University's bell tower has Old Tom, a bell made of magical octiron that chimes the hours by making, not sound, but "anti-sound" that stifles all sounds in the area when it's rung.
* In one of humorist Creator/PatrickMcManus's stories of his childhood, young Pat is out on a frozen lake with his mentor Rancid Crabtree, waiting for some wind to come up so they can test their sail-rigged ice-fishing shack. Inside the shack, Rancid asks for a weather update. Young Pat notes that it's pretty quiet. Older Pat then comments "..if I had been more attuned to the weather, I would have realized this particular silence was the type known as '[[OhCrap ominous]]'".
* ''Literature/TheFellowshipOfTheRing:'' While approaching Moria, the sheltering Fellowship experiences a stretch of this, which precedes the passing overhead of swarms of crows, most likely sent out as spies by Sauron.
[[/folder]]



* ''Series/DoctorWho'': Twice in the [[TheNthDoctor Eleventh Doctor]]'s run, total [[ArcWords silence falls]]. First, at the end of [[Recap/DoctorWhoS31E6TheVampiresOfVenice "The Vampires of Venice"]], when ''all'' the sounds of Venice cut out, like the birds, the waves, and the people, then at the end of [[Recap/DoctorWhoS31E12ThePandoricaOpens "The Pandorica Opens"]] (including the ''music'' this time). According to WordOfGod, due to the same timey-wimey phenomenon that results in the same Crack appearing in widely separate times and places, it's actually ''the same silence''.
* In the ''Series/BuffyTheVampireSlayer'' episode "The Body"[[note]]The episode where Buffy's mother, the fan-favourite Joyce, dies[[/note]], there was no background music in the entire episode. This led to a lot of silent scenes, which made the episode much more affecting and depressing than it probably would have been if there had been music.
* ''Series/TheWalkingDead'' loves this trope. If it's not actually silent, then the air hums with the call of cicadas, to emphasize that there's nothing ''human'' to hear.
* In the ''Series/{{Supernatural}}'' episode [[Recap/SupernaturalS02E21AllHellBreaksLoosePartOne "All Hell Breaks Loose, Part One" (S02, Ep21)]], the radio cuts out, and then we hear the radio hitting the windshield of the Impala. A ScareChord plays as Dean notices that he no longer sees the waitress or customers through the window of the diner.
* Season seven of ''Series/{{Arrow}}'' features a villain called the Silencer. Fight scenes with her are completely silent.

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* ''Series/DoctorWho'': Twice in the [[TheNthDoctor Eleventh Doctor]]'s run, total [[ArcWords silence falls]]. First, at the end of [[Recap/DoctorWhoS31E6TheVampiresOfVenice "The Vampires of Venice"]], when ''all'' the sounds of Venice cut out, like the birds, the waves, and the people, then at the end of [[Recap/DoctorWhoS31E12ThePandoricaOpens "The Pandorica Opens"]] (including the ''music'' this time). According to WordOfGod, due to the same timey-wimey phenomenon that results in the same Crack appearing in widely separate times and places, it's actually ''the same silence''.
* In the ''Series/BuffyTheVampireSlayer'' episode "The Body"[[note]]The episode where Buffy's mother, the fan-favourite Joyce, dies[[/note]], there was no background music in the entire episode. This led to a lot of silent scenes, which made the episode much more affecting and depressing than it probably would have been if there had been music.
* ''Series/TheWalkingDead'' loves this trope.
''Series/TheWalkingDead'': If it's not actually silent, then the air hums with the call of cicadas, to emphasize that there's nothing ''human'' to hear.
* In the ''Series/{{Supernatural}}'' episode [[Recap/SupernaturalS02E21AllHellBreaksLoosePartOne "All Hell Breaks Loose, Part One" (S02, Ep21)]], the radio cuts out, and then we hear the radio hitting the windshield of the Impala. A ScareChord plays as Dean notices that he no longer sees the waitress or customers through the window of the diner.
* Season seven of ''Series/{{Arrow}}'' features a villain called the Silencer. Fight scenes with her are completely silent.
hear.



[[folder:Music Videos]]
* In the middle of Music/MichaelJackson's "Smooth Criminal" video, Michael raises his hand and causes a skylight to shatter, at which point the music stops. The crowd inexplicably starts moaning, then chants "Annie are you okay?" until the music starts up again.
[[/folder]]



* A sound engineer colleague was asked to provide a "pin drop" silence for the opening scene. The solution? White noise, played throughout the theatre's speaker system and slowwwwwly raised in volume over 10 minutes. When the sound was cut your ears popped with the sudden silence.
* In the musical ''Theatre/LesMiserables'' the only time the pit does not play is during [[spoiler:Gavroche's death scene]].



* In ''Trouble in Tahiti'', the GreekChorus's funereal serenade to domestic bliss gradually fades away to nonexistence as the silent tension between Dinah and Sam thickens.



* In ''VideoGame/PokemonXAndY'', the first time you go up to the second floor of the Fighting Dojo, the music and sound cuts out completely and a Hex Maniac will appear behind you, float up to you and say, "No...you're not the one..." before disappearing.



* ''VideoGame/FireEmblemPathOfRadiance'' has this when Ike calls out the leaders of the game's most powerful country for toying with him earlier, even though his country is dependent on their help.
* The final boss of ''Sword Of Jade'' uses a OneWingedAngel attack pattern with music. After defeating him and keeping chase, you fight him a final time in a more conventional form with no background music.
* The only thing in ''Franchise/SilentHill'' more scary than the monster-made radio static or the ghoulish background music? Dead silence.
* ''VideoGame/HaloCombatEvolved'' uses this trope for the Flood. In the cutscene there are zero enemies around even though a dead body just fell at John. However, the music and faint sounds keep some sound around. Then the Flood arrive. The others also use this, but to a lesser extent.
* ''VideoGame/GearsOfWar'' uses this trope. The sounds of you moving and some ambient sounds in the Locust tunnels help convey it, as does the line "It's quiet... too quiet."
* ''VideoGame/BatmanArkhamAsylum'' also uses this trope by having Batman make some noise and having music at times.
* ''VideoGame/QuakeII'' is much scarier without its industrial metal CD soundtrack. Likewise, although ''[[VideoGame/{{Quake}} Quake 1]]'' has dark ambient music, it is best played without the music (only background noises) and with the lights off for maximum NightmareFuel effect.
* The ''Franchise/ResidentEvil'' series uses this at points, such as right before you encounter the first Licker in the second game.
* ''VideoGame/SuperMarioGalaxy2'''s Slimy Spring Galaxy uses a very minimalistic background track, while the rest of the game's levels were timed to music. Well, even the insignificant tones get turned off, ending with nothing but birds chirping to finish the serene effect. Cue finale immediately afterwards.
* Several levels in ''VideoGame/MedalOfHonor: Allied Assault'', such as The Communications Blackout, are entirely devoid of music until you complete the main objective.
* The middle third of the BattleshipRaid level in ''VideoGame/RType Final'' lacks music, and with the (intentional?) slowdown it becomes even creepier.
* In ''VideoGame/TheWitchsHouse'', a sudden lack of soundtrack serves to make the player aware that there's a deathtrap close by. If the sound suddenly cuts out in a room you're in, it usually means you're going to die if you're not careful.
* Played straight in ''VideoGame/DeadSpace'' with all the portions of the game where Isaac is in the vacuum of space. This makes it even more chilling when necromorphs attack you out of nowhere with no audio cues.
* Used for dramatic effect in the first section of the final dungeon in ''VideoGame/XenobladeChronicles1''.
* In ''VideoGame/MegaManBattleNetwork 3'', when you're in ACDC Town at nighttime in the first story ark, all background music is completely turned off, only the sound effects of the menu opening.
* In ''VideoGame/FallenLondon'', the somewhat rare (and valuable) items called "Night-Whispers" are described thus:
--> ''Eliminate the sound of the wind from the night, and you'll hear silence. Eliminate the silence, and you'll hear this.''

to:

* ''VideoGame/FireEmblemPathOfRadiance'' has this when Ike calls out the leaders of the game's most powerful country for toying with him earlier, even though his country is dependent on their help.
* The final boss of ''Sword Of Jade'' uses a OneWingedAngel attack pattern with music. After defeating him and keeping chase, you fight him a final time in a more conventional form with no background music.
* The only thing in ''Franchise/SilentHill'' more scary than the monster-made radio static or the ghoulish background music? Dead silence.
* ''VideoGame/HaloCombatEvolved'' uses this trope for the Flood.
''VideoGame/HaloCombatEvolved'': In the cutscene before the Flood arrive, there are zero enemies around even though a dead body just fell at John. However, the music and faint sounds keep some sound around. Then continue as you play on into the Flood arrive. The others also use this, but to a lesser extent.
encounter.
* ''VideoGame/GearsOfWar'' uses this trope. The has instances where you'll only hear the sounds of you moving and some ambient sounds in the Locust tunnels help convey it, as does the line "It's quiet... too quiet."
tunnels.
* ''VideoGame/BatmanArkhamAsylum'' also uses this trope by having has Batman make some noise and having music at times.
* ''VideoGame/QuakeII'' is much scarier without its industrial metal CD soundtrack. Likewise, although ''[[VideoGame/{{Quake}} Quake 1]]'' has dark ambient music, it is best played without the music (only background noises) and with the lights off for maximum NightmareFuel effect.
* The ''Franchise/ResidentEvil'' series uses this at points, such as right before you encounter the first Licker in the second game.
* ''VideoGame/SuperMarioGalaxy2'''s Slimy Spring Galaxy uses a very minimalistic background track, while the rest of the game's levels were timed to music. Well, THen even the insignificant tones get turned off, ending with nothing but birds chirping to finish the serene effect. Cue finale immediately afterwards.
* Several levels in ''VideoGame/MedalOfHonor: Allied Assault'', such as The Communications Blackout, are entirely devoid of music until you complete the main objective.
* The middle third of the BattleshipRaid level in ''VideoGame/RType Final'' lacks music, and with the (intentional?) slowdown it becomes even creepier.
* In ''VideoGame/TheWitchsHouse'', a sudden lack of soundtrack serves to make the player aware that there's a deathtrap close by. If the sound suddenly cuts out in a room you're in, it usually means you're going to die if you're not careful.
* Played straight in ''VideoGame/DeadSpace'' with all the portions of the game where Isaac is in the vacuum of space. This makes it even more chilling when necromorphs attack you out of nowhere with no audio cues.
* Used for dramatic effect in the first section of the final dungeon in ''VideoGame/XenobladeChronicles1''.
* In ''VideoGame/MegaManBattleNetwork 3'', when you're in ACDC Town at nighttime in the first story ark, all background music is completely turned off, leaving only the sound effects of the menu opening.
* In ''VideoGame/FallenLondon'', the somewhat rare (and valuable) items called "Night-Whispers" are described thus:
--> ''Eliminate the sound of the wind from the night, and you'll hear silence. Eliminate the silence, and you'll hear this.''
opening.



* In ''[[LetsPlay/{{Dream}} Dream's]]'' Minecraft Manhunt videos, one of the hunters (usually [=BadBoyHalo=]) will tell everyone to be quiet when they think Dream is nearby, or in a wall. This is so that the hunters can hear Dream [=breaking/placing=] blocks and running. The background music in the video even stops for those moments.




[[folder:Real Life]]
* In UsefulNotes/TheVietnamWar, soldiers could tell when stuff was about to go down because the ambient animal noises and scurrying would stop if there were already other humans about.
* Also true at former concentration camps, which are unnaturally silent 70+ years later.
* Any disaster area that has been absolutely scoured of life will be eerily quiet except for any wind that happens to be blowing -- those subtle animal noises you normally hear but tune out are gone. A similar effect is seen in particularly desolate/lifeless regions, e.g. deserts well away from civilization during the day when most of the animals are asleep.
* A "quiet" room generally has ambient noise of 20-30 decibels. Specially constructed ''anechoic chambers'' like [[http://news.discovery.com/human/life/worlds-quietest-room-will-drive-you-crazy-in-30-minutes.htm this one]] can cut that to -9 decibels[[note]]The decibel can have negative values because it's a logarithmic scale[[/note]], well below the threshold of human hearing and quiet enough that people can hear their own ''organs working''. The myth that a total lack of noise is something of a BrownNote and makes people panic has been debunked by [=YouTuber=] Veritasium. From the time [[https://youtu.be/mXVGIb3bzHI?t=3m55s the light goes out]] to the moment he steps outside, about 1 hour, 1 minute had passed without him showing any signs of distress.
* X Gonzalez deliberately invoked this trope during their speech at the March for Our Lives rally, pausing for 6 uncomfortable minutes of silence, the same amount of time they hid from the shooter during the Parkland massacre.
* Outer space is very dangerous, and it is also completely silent.
[[/folder]]
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* ''Series/TheCrystalMaze'': In the four zones, there is always a faint background noise, such as birds singing in the Aztec zone; machinery sounds in Industrial; wind blowing in Medieval; a low drone in Futuristic; ship creaking in Ocean. In some very quiet games, such as "no confering" games, or really tense automatic lock-in games, these sounds become much more noticeable. In one game in Medieval, the silence is punctuated by the tolling of a distant bell.
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* ''Fanfic/ThisBites'': Soundbite can induce this in order to make his MakeMeWannaShout power even more distressing for his target.
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Moved as there are two games called Earthbound on this wiki.


* The fight with CosmicHorror Giygas from ''VideoGame/EarthBound'' features strange ambient noise in the background which sounds like monotone radio buzzing.

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* The fight with CosmicHorror Giygas from ''VideoGame/EarthBound'' ''VideoGame/EarthBound1994'' features strange ambient noise in the background which sounds like monotone radio buzzing.
Is there an issue? Send a MessageReason:
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* In ''VideoGame/PokemonXAndY'', the first time you go up to the second floor of the Fighting Dojo, the music and sound cuts out completely and a creepy girl will appear behind you, float up to you and say, "No...you're not the one..." before disappearing. It's utterly creepy.

to:

* In ''VideoGame/PokemonXAndY'', the first time you go up to the second floor of the Fighting Dojo, the music and sound cuts out completely and a creepy girl Hex Maniac will appear behind you, float up to you and say, "No...you're not the one..." before disappearing. It's utterly creepy.
Is there an issue? Send a MessageReason:
X Gonzalez has changed there name and uses they them pronouns


* Emma Gonzalez deliberately invoked this trope during her speech at the March for Our Lives rally, pausing for 6 uncomfortable minutes of silence, the same amount of time she hid from the shooter during the Parkland massacre.

to:

* Emma X Gonzalez deliberately invoked this trope during her their speech at the March for Our Lives rally, pausing for 6 uncomfortable minutes of silence, the same amount of time she they hid from the shooter during the Parkland massacre.
Is there an issue? Send a MessageReason:
None


* Used for dramatic effect in the first section of the final dungeon in ''VideoGame/{{Xenoblade}}''.

to:

* Used for dramatic effect in the first section of the final dungeon in ''VideoGame/{{Xenoblade}}''.''VideoGame/XenobladeChronicles1''.
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* Used frequently in ''Film/AQuietPlace'', given the monsters are creatures who follow sound and thus the protagonists make sure to be as quiet as possible. This also creates a tense atmosphere that explodes with every loud noise.
Is there an issue? Send a MessageReason:
None


If a scene, response or view is shown in total silence, often the audience may simply think the sound is out on their TV or movie theater. Having a background noise that is normally drowned out by foreground noise-- a quiet wind, faint crickets chirping, etc. -- is a marker to say "nothing is happening" to the audience. The {{Manga}} UnsoundEffect ''shiiiiiiin''[[note]][[http://en.wikipedia.org/wiki/Tinnitus Tinnitus?]].[[/note]] does the same thing. A visual of a tumbleweed blowing across the scene is used in Westerns, and [[DeadHorseTrope nowadays mainly in comedies]], to convey the same effect. A low rumbling is often also used, to simulate that sort of feeling a person gets in their ears in a dark, quiet room.

to:

If a scene, response or view is shown in total silence, often the audience may simply think the sound is out on their TV or movie theater. Having a background noise that is normally drowned out by foreground noise-- a quiet wind, faint crickets chirping, etc. -- is thus a marker to say "nothing is happening" to the audience. The {{Manga}} UnsoundEffect ''shiiiiiiin''[[note]][[http://en.wikipedia.org/wiki/Tinnitus Tinnitus?]].[[/note]] does the same thing. A visual of a tumbleweed blowing across the scene is used in Westerns, and [[DeadHorseTrope nowadays mainly in comedies]], to convey the same effect. A low rumbling is often also used, to simulate that sort of feeling a person gets in their ears in a dark, quiet room.



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None


Compare VisibleSilence, NothingIsScarier, ChirpingCrickets, LoadingScreen (so that VideoGames make it clear they are still on while the level loads). The inverse is MusicVideoSyndrome or SorryILeftTheBGMOn.

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Compare VisibleSilence, NothingIsScarier, ChirpingCrickets, LoadingScreen (so that VideoGames make it clear they are still on while the level loads). The inverse is MusicVideoSyndrome or SorryILeftTheBGMOn.
LeftTheBackgroundMusicOn.
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* ''Literature/TheFellowshipOfTheRing:'' While approaching Moria, the sheltering Fellowship experiences a stretch of this, which precedes the passing overhead of swarms of crows, most likely sent out as spies by Sauron.
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* Outer space is very dangerous, and it is also completely silent.
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If a scene, response or view is shown in total silence, often the audience may simply think the sound is out on their TV or movie theater. Having a background noise that is normally drowned out by foreground noise-- a quiet wind, faint crickets chirping, etc. --is a marker to say "nothing is happening" to the audience. The {{Manga}} UnsoundEffect ''shiiiiiiin''[[note]][[http://en.wikipedia.org/wiki/Tinnitus Tinnitus?]].[[/note]] does the same thing. A visual of a tumbleweed blowing across the scene is used in Westerns, and [[DeadHorseTrope nowadays mainly in comedies]], to convey the same effect. A low rumbling is often also used, to simulate that sort of feeling a person gets in their ears in a dark, quiet room.

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If a scene, response or view is shown in total silence, often the audience may simply think the sound is out on their TV or movie theater. Having a background noise that is normally drowned out by foreground noise-- a quiet wind, faint crickets chirping, etc. --is -- is a marker to say "nothing is happening" to the audience. The {{Manga}} UnsoundEffect ''shiiiiiiin''[[note]][[http://en.wikipedia.org/wiki/Tinnitus Tinnitus?]].[[/note]] does the same thing. A visual of a tumbleweed blowing across the scene is used in Westerns, and [[DeadHorseTrope nowadays mainly in comedies]], to convey the same effect. A low rumbling is often also used, to simulate that sort of feeling a person gets in their ears in a dark, quiet room.
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* ''WesternAnimation/{{Shrek}}'': When Shrek and Donkey enter Duloc, Shrek comments that it's quiet, too quiet. Some music is heard, which almost sounds like it is in the background in-universe.
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Added Dream

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* In ''[[LetsPlay/{{Dream}} Dream's]]'' Minecraft Manhunt videos, one of the hunters (usually [=BadBoyHalo=]) will tell everyone to be quiet when they think Dream is nearby, or in a wall. This is so that the hunters can hear Dream [=breaking/placing=] blocks and running. The background music in the video even stops for those moments.
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If it's quieter than ''that'', the hero's heartbeat may be amplified. This kind of silence almost always ends with a ScareChord.

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If it's quieter than ''that'', the hero's heartbeat may be amplified. This kind of silence almost always ends with a ScareChord.
ScareChord, or someone saying ItsQuietTooQuiet.
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* The fight with, and the scenery around, [[CosmicHorror Giygas]] from ''VideoGame/EarthBound''.

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* The fight with, and the scenery around, [[CosmicHorror Giygas]] with CosmicHorror Giygas from ''VideoGame/EarthBound''.''VideoGame/EarthBound'' features strange ambient noise in the background which sounds like monotone radio buzzing.

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* [[AvertedTrope Averted]] for folks with tinnitus - they'll always be hearing ''something,'' even if it's just the ringing in their ears that's always there.
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* [[AvertedTrope Averted]] for folks with tinnitus - they'll always be hearing ''something,'' even if it's just the ringing in their ears that's always there.
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Corrected link(s) to disambiguation page(s) by linking to single game(s).


* ''Franchise/FireEmblem [[VideoGame/FireEmblemTellius Path of Radiance]]'' has this when Ike calls out the leaders of the game's most powerful country for toying with him earlier, even though his country is dependent on their help.

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* ''Franchise/FireEmblem [[VideoGame/FireEmblemTellius Path of Radiance]]'' ''VideoGame/FireEmblemPathOfRadiance'' has this when Ike calls out the leaders of the game's most powerful country for toying with him earlier, even though his country is dependent on their help.
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* A "quiet" room generally has ambient noise of 20-30 decibels. Specially constructed ''anechoic chambers'' like [[http://news.discovery.com/human/life/worlds-quietest-room-will-drive-you-crazy-in-30-minutes.htm this one]] can cut that to -9 decibels[[note]]The decibel can have negative values because it's a logarithmic scale[[/note]], well below the threshold of human hearing and quiet enough that people can hear their own ''organs working''. The myth that a total lack of noise is something of a BrownNote and makes people go crazy has been debunked by [=YouTuber=] Veritasium. From the time [[https://youtu.be/mXVGIb3bzHI?t=3m55s the light goes out]] to the moment he steps outside, about 1 hour, 1 minute had passed without him showing any signs of distress.

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* A "quiet" room generally has ambient noise of 20-30 decibels. Specially constructed ''anechoic chambers'' like [[http://news.discovery.com/human/life/worlds-quietest-room-will-drive-you-crazy-in-30-minutes.htm this one]] can cut that to -9 decibels[[note]]The decibel can have negative values because it's a logarithmic scale[[/note]], well below the threshold of human hearing and quiet enough that people can hear their own ''organs working''. The myth that a total lack of noise is something of a BrownNote and makes people go crazy panic has been debunked by [=YouTuber=] Veritasium. From the time [[https://youtu.be/mXVGIb3bzHI?t=3m55s the light goes out]] to the moment he steps outside, about 1 hour, 1 minute had passed without him showing any signs of distress.
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it's not that sensational


* A "quiet" room generally has ambient noise of 20-30 decibels. Specially constructed ''anechoic chambers'' like [[http://news.discovery.com/human/life/worlds-quietest-room-will-drive-you-crazy-in-30-minutes.htm this one]] can cut that to -9 decibels[[note]]The decibel can have negative values because it's a logarithmic scale[[/note]], well below the threshold of human hearing and quiet enough that people can hear their own ''organs working''. Apparently a total lack of noise is something of a BrownNote as apparently only ''one person'' has been able to stay inside for longer than 45 minutes: a [=YouTuber=] by the name of Veritasium. From the time [[https://youtu.be/mXVGIb3bzHI?t=3m55s the light goes out]] to the moment he steps outside, about [[spoiler:1 hour, 1 minute]] had passed.

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* A "quiet" room generally has ambient noise of 20-30 decibels. Specially constructed ''anechoic chambers'' like [[http://news.discovery.com/human/life/worlds-quietest-room-will-drive-you-crazy-in-30-minutes.htm this one]] can cut that to -9 decibels[[note]]The decibel can have negative values because it's a logarithmic scale[[/note]], well below the threshold of human hearing and quiet enough that people can hear their own ''organs working''. Apparently The myth that a total lack of noise is something of a BrownNote as apparently only ''one person'' and makes people go crazy has been able to stay inside for longer than 45 minutes: a debunked by [=YouTuber=] by the name of Veritasium. From the time [[https://youtu.be/mXVGIb3bzHI?t=3m55s the light goes out]] to the moment he steps outside, about [[spoiler:1 1 hour, 1 minute]] minute had passed.passed without him showing any signs of distress.

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