History Main / SoundCodedForYourConvenience

14th Dec '17 6:05:03 PM nombretomado
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** ''ElectronicGamingMonthly'' once had an article on a man who was legally blind (he could only see different brightnesses of light) and still played wrestling games. He would download [=FAQs=], have his computer read them out so he knew the controls, and then use audio cues to locate his opponents in-game.

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** ''ElectronicGamingMonthly'' ''Magazine/ElectronicGamingMonthly'' once had an article on a man who was legally blind (he could only see different brightnesses of light) and still played wrestling games. He would download [=FAQs=], have his computer read them out so he knew the controls, and then use audio cues to locate his opponents in-game.
8th Dec '17 1:25:30 AM Cryoclaste
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* In the ''MetroidPrime'' series, all the hidden powerups make a distinctive humming sound that is often the the player's first clue that there's something to find in the area. The sound's volume and stereo positioning can help narrow down its location.

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* In the ''MetroidPrime'' ''VideoGame/{{Metroid Prime|Trilogy}}'' series, all the hidden powerups make a distinctive humming sound that is often the the player's first clue that there's something to find in the area. The sound's volume and stereo positioning can help narrow down its location.
6th Oct '17 4:23:40 PM Chabal2
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Added DiffLines:

** ''Spirit Tracks'''s tunnels are usually simple enough to go through. One three separate occasions, however, a rocktite spawns behind you, with the music going from [[https://www.youtube.com/watch?v=q63XNCzfIs4 this]] to [[https://www.youtube.com/watch?v=e50EpYW_lkQ this]] as it gets closer... and closer... Oh, and it's sometimes invulnerable to cannon fire, you have to shoot the ExplodingBarrels when it's next to them.
4th Sep '17 7:56:36 AM SeptimusHeap
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* In ''VideoGame/{{Counter-Strike}}'', sound plays a very important role. With good headphones and good practice, one can nearly pinpoint where non-walking enemies are, and each weapon has a distinct reloading, firing, and unholstering sound.

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* In ''VideoGame/{{Counter-Strike}}'', ''VideoGame/CounterStrike'', sound plays a very important role. With good headphones and good practice, one can nearly pinpoint where non-walking enemies are, and each weapon has a distinct reloading, firing, and unholstering sound.
15th Aug '17 8:57:40 PM Gatordragon24
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Added DiffLines:

* In ''VideoGame/{{Paladins}}'', there are tons of sound cues in the game. There are the distinct sounds of each champions' weapon and abilities, the [[PreAssKickingOneLiner Ultimate callouts]] that can be heard from anywhere on the map, the jingling tune when your RegeneratingHealth activates, and the chime that plays when your Ultimate is ready.
5th May '17 3:55:36 AM Cryoclaste
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** Similarly, the documentary about Ben Underwood, a boy who learned to use human echolocation due to being blinded at age 3, showed several scenes where he was playing one of the GameBoyAdvance incarnations of ''{{Pokemon}}''. One wonders how he remotely accomplished this due to the lack of a sufficient audio library, and if it was just a setup shot to wow viewers.

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** Similarly, the documentary about Ben Underwood, a boy who learned to use human echolocation due to being blinded at age 3, showed several scenes where he was playing one of the GameBoyAdvance UsefulNotes/GameBoyAdvance incarnations of ''{{Pokemon}}''.''Franchise/{{Pokemon}}''. One wonders how he remotely accomplished this due to the lack of a sufficient audio library, and if it was just a setup shot to wow viewers.
8th Mar '17 1:20:47 PM KamenRiderOokalf
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* In ''VideoGame/SilentHill'' one through three, the PC was given a portable radio. It emitted static noise when there were monsters nearby. And since the outdoor area of Silent Hill is covered in dense fog and the indoor areas are frequently ''very'' dark (God bless the flashlight), the noise was a much very welcomed forewarning.

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* In ''VideoGame/SilentHill'' ''Franchise/SilentHill'' one through three, the PC was given a portable radio. It emitted static noise when there were monsters nearby. And since the outdoor area of Silent Hill is covered in dense fog and the indoor areas are frequently ''very'' dark (God bless the flashlight), the noise was a much very welcomed forewarning.



** One of the non-enemy radio sounds(high pitched squealing, supposedly signals the increasing evil presence) is featured in one of the tracks("Over") on the soundtrack. This track also includes the sound of the drawbridge motor.

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** One of the non-enemy radio sounds(high sounds (high pitched squealing, supposedly signals the increasing evil presence) is featured in one of the tracks("Over") [[VideoGame/SilentHill1 the first game's]] tracks ("Over") on the soundtrack. This track also includes the sound of the drawbridge motor.
8th Mar '17 11:26:04 AM StFan
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[[folder:Adventure Game]]

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[[folder:Adventure Game]]Games]]



* ''JollyRover'' has a puzzle where you have to listen to chanting coming from several cave mouths and have to pick the longest/fullest one. Thankfully, subtitles help.

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* ''JollyRover'' ''VideoGame/JollyRover'' has a puzzle where you have to listen to chanting coming from several cave mouths and have to pick the longest/fullest one. Thankfully, subtitles help.



[[folder:Fighting Game]]

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[[folder:Fighting Game]]Games]]
5th Mar '17 4:38:09 PM nombretomado
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* In ''{{Crackdown}}'', the agility orbs and hidden orbs a player must find will all emit a faint humming sound if you are near one, this is especially useful in finding the hidden orbs because, well, they're generally hidden from sight pretty well. The noise they make will also get louder as you find more orbs, making it easier to find the last ones.

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* In ''{{Crackdown}}'', ''VideoGame/{{Crackdown}}'', the agility orbs and hidden orbs a player must find will all emit a faint humming sound if you are near one, this is especially useful in finding the hidden orbs because, well, they're generally hidden from sight pretty well. The noise they make will also get louder as you find more orbs, making it easier to find the last ones.
24th Dec '16 11:46:33 AM nombretomado
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* ''{{Arcanum}}'''s flawed combat system does not pause when an enemy spots you, so you have to listen for the combat music to cue you in with its distinctive strings intro.

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* ''{{Arcanum}}'''s ''VideoGame/ArcanumOfSteamworksAndMagickObscura'''s flawed combat system does not pause when an enemy spots you, so you have to listen for the combat music to cue you in with its distinctive strings intro.
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