History Main / SoundCodedForYourConvenience

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.
3rd Oct '16 7:32:14 PM steam66
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* This dates back quite a bit. Both ''VideoGame/{{Doom}}'' and ''VideoGame/Wolfenstein3D'' have recognizable sounds for enemies. *chitter* Oh, shit, cacodemon!
** "[[GratuitousGerman Schutzstaffel.]]"

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* This dates back quite a bit. Both ''VideoGame/{{Doom}}'' and ''VideoGame/Wolfenstein3D'' have recognizable sounds for enemies. *chitter* Oh, shit, cacodemon!
From the growls of the zombiemen, to the hisses of the imps, and the veritably pants-filling roar of Barons of Hell, every single monster (well, aside from the zombies, who all have similar noises) has its own unique alert sound. Zombies and imps will produce relatively human-like cries of pain upon being damaged, while all other hellspawn will just monotonously moan.
** "[[GratuitousGerman Schutzstaffel.]]"]]" Your pants will fill if you hear this and you can't see the SS trooper, as damage is surprisingly realistic, and a sustained MP40 spray to your back is not something you want to experience.
18th Aug '16 9:40:04 PM CamelCase
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Added DiffLines:

* ''VideoGame/LittleBigPlanet'': Collecting new Prize Bubbles, as in the ones that still have a prize in them. For example, Music Items have an opera lady singing, Sound Objects have a Horn Honking, and Stickers make a splat sound.
4th Aug '16 12:49:03 PM Morgenthaler
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* ''GeometryWars'' has this as well - each enemy type has a distinct noise when it first spawns.

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* ''GeometryWars'' ''VideoGame/GeometryWars'' has this as well - each enemy type has a distinct noise when it first spawns.
23rd Jul '16 2:08:10 PM Morgenthaler
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* In the ''TetrisTheGrandMaster'' series, each piece has a distinct sound effect that plays whenever it is the next piece that will spawn. This becomes especially useful at higher speeds, when pieces lock sooner leaving you with less time to concentrate and glance up at the top of the screen. Additionally, whenever you are close to a level that will significantly impact the game's speed, the music will cut out and go silent until you reach that level.

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* In the ''TetrisTheGrandMaster'' ''VideoGame/TetrisTheGrandMaster'' series, each piece has a distinct sound effect that plays whenever it is the next piece that will spawn. This becomes especially useful at higher speeds, when pieces lock sooner leaving you with less time to concentrate and glance up at the top of the screen. Additionally, whenever you are close to a level that will significantly impact the game's speed, the music will cut out and go silent until you reach that level.



* In the arcade version of ''{{Klax}}'', each colour of tile produced their own unique sound effect as they tumbled down the play area. For example, green tiles produced a woodblock sound, yellows a cowbell sound and oranges a low "splat" sound.

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* In the arcade version of ''{{Klax}}'', ''VideoGame/{{Klax}}'', each colour of tile produced their own unique sound effect as they tumbled down the play area. For example, green tiles produced a woodblock sound, yellows a cowbell sound and oranges a low "splat" sound.
17th Jul '16 9:16:57 AM Vindicar
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* [[VideoGame/XComEnemyUnknown X-COM: Enemy Unknown]] and it's DLC Enemy Within there are sound cues to tell you what enemies are on the map. Most [[OhCrap recognizable]] are screeching calls of [[DemonicSpiders Chryssalids]] and booming footsteps of [[WalkingTank Sectopods]]. In the DLC, Meld Canister sound also becomes more 'frantic' as its timer approaches zero.

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* In [[VideoGame/XComEnemyUnknown X-COM: Enemy Unknown]] and it's DLC Enemy Within there are sound cues to tell you what enemies are on the map. Most [[OhCrap recognizable]] are screeching calls of [[DemonicSpiders Chryssalids]] and booming footsteps of [[WalkingTank Sectopods]]. In the DLC, Meld Canister sound also becomes more 'frantic' as its timer approaches zero.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.SoundCodedForYourConvenience