History Main / SoundCodedForYourConvenience

30th May '16 12:04:49 PM wolftickets1969
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** In ''VideoGame/{{Fallout 4}}'', the bombs carried by [[ActionBomb Super Mutant Suiciders]] beep when they are alerted and charging towards you. Also, mini-nukes launched from the Fat Man now have a BombWhistle sound; if you happen to be on the receiving end, you can only duck, cover, and [[OneHitKill kiss your ass goodbye]].
22nd May '16 12:23:09 AM ZombieAladdin
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* In ''VideoGame/{{Splatoon}}'', every weapon type has a different sound (although some have very similar sounds, like the Squiffers and the Bamboozlers). When played in surround sound or with headphones, the game also plays sounds coming from other participants in their specific direction, so an observant player can react accordingly. Every action a player makes also has a unique sound effect, such as shooting when out of ink or when his or her [[LimitBreak special weapon]] is ready for use, so they can be fully aware of their status without needing to look at the HUD.
29th Jan '16 4:58:27 PM nombretomado
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* The SuperSmashBrothers series has these too. There's the distinctive "Ping!" sound of the Home-Run Bat and certain moves if they hit a sweet spot, indicating powerful attacks, the crackling sound of someone's shield breaking, the crowd cheering for a character that does well and the announcer popping in to announce that a player has been knocked out of the game if there's more than two players.

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* The SuperSmashBrothers ''VideoGame/SuperSmashBros'' series has these too. There's the distinctive "Ping!" sound of the Home-Run Bat and certain moves if they hit a sweet spot, indicating powerful attacks, the crackling sound of someone's shield breaking, the crowd cheering for a character that does well and the announcer popping in to announce that a player has been knocked out of the game if there's more than two players.
23rd Dec '15 6:46:38 AM crazysamaritan
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* One of the best strategies in ''VideoGame/FiveNightsAtFreddys'' is to listen for the animatronics' distinctive sounds: Freddy's laughter warns you he's on the move, soft groaning noises mean Bonnie or Chica is in the room with you and will kill you as soon as you lower your monitor, et cetera. This becomes even more crucial in the second game, when you can hear scraping when an animatronic is in one of the vents, radio static when the Mangle is clinging to the ceiling, and Balloon Boy's cheerful "Hi!" when he moves. Most of these overlap with HellIsThatSound.

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* One of the best strategies in ''VideoGame/FiveNightsAtFreddys'' is to listen for the animatronics' distinctive sounds: Freddy's laughter warns you he's on the move, soft groaning noises mean Bonnie or Chica is in the room with you and will kill you as soon as you lower your monitor, et cetera. This becomes even more crucial in the second game, when you can hear scraping when an animatronic is in one of the vents, radio static when the Mangle is clinging to the ceiling, and Balloon Boy's cheerful "Hi!" when he moves. Most of these overlap with HellIsThatSound.



* In ''VideoGame/MassEffect3'', there are distinctive sounds for when your projectiles are landing on armored plating (no damage until destroyed) or armor (meaning the target's shields are down).
** Not to mention the [[HellIsThatNoise shriek]] of a [[DemonicSpiders Banshee]] or the growl of a [[GiantMook Brute]] entering the battlefield. Or the Reaper Horn that alerts you to the fact that the Reapers have located you in the Galaxy Map.

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* In ''VideoGame/MassEffect3'', there are distinctive sounds for when your projectiles are landing on armored plating (no damage until destroyed) or armor (meaning the target's shields are down).
**
down). Not to mention the [[HellIsThatNoise shriek]] shriek of a [[DemonicSpiders Banshee]] or the growl of a [[GiantMook Brute]] [[TheCrocIsTicking entering the battlefield. battlefield.]] Or the Reaper Horn that alerts you to the fact that the Reapers have located you in the Galaxy Map.
23rd Dec '15 6:38:47 AM crazysamaritan
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* In ''VideoGame/{{Diablo}} II'', most of the monsters make some periodic noise. Fallen chatter, insect-types chitter, zombies moan, skeletons shuffle, etc.

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* In ''VideoGame/{{Diablo}} II'', most II''
** Most
of the monsters make some periodic noise. Fallen chatter, insect-types chitter, zombies moan, skeletons shuffle, etc.



** Also, [[InexplicableTreasureChests chests]], stashes and barrels make a very distinct noise when the player springs a BoobyTrap. It is [[HellIsThatNoise one of the most memorable sounds]] in the game and a good reason not to play muted.
** ''VideoGame/PathOfExile'', being a SpiritualSuccessor of Diablo II, also follows this pattern. There are also a few scripted events where a player will cross over a narrow bridge and suddenly find GiantSpiders crawling up the sides, accompanied by a ''very'' loud and startling hiss.

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** Also, [[InexplicableTreasureChests chests]], stashes and barrels make a very distinct noise when the player springs a BoobyTrap. It is [[HellIsThatNoise one of the most memorable sounds]] sounds in the game and a good reason not to play muted.
** ''VideoGame/PathOfExile'', being a SpiritualSuccessor of Diablo II, also follows this pattern. There are also * ''VideoGame/PathOfExile'' has a few scripted events where a player will cross over a narrow bridge and suddenly find GiantSpiders crawling up the sides, accompanied by a ''very'' loud and startling hiss.
16th Dec '15 9:08:59 PM Xandemaru
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** Weapons make a distinctive clank when deflected due to not being sharp enough. While the deflecting is very noticeable (your hunter reels back from the recoil) it's useful when performing an attack that technically still deflects but doesn't play the animation. Especially if you decide to tone down the blood effect in the settings so you don't notice the lack of blood. You also get a cracking sound when using impact damage on a weapon's head, and a very audible snap when a body part breaks.

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** Weapons make a distinctive clank when deflected due to not being sharp enough. While the deflecting is very noticeable (your hunter reels back from the recoil) it's useful when performing an attack that technically still deflects but doesn't play the animation. Especially if you decide to tone down the blood effect in the settings so you don't notice the lack of blood. You also get a cracking sound when using impact damage on a weapon's monster's head, and a very audible snap when a body part breaks.
10th Dec '15 8:58:42 AM Yinyang107
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* In ''VideoGame/BlockNLoad'', if you don't have the area radar'd, dig-tool sounds are the best clue you have that someone is digging a tunnel into your base. Most heroes have a distinctive sound for their tool, so you can gauge the level of threat that's about to show up. Also, spawn quotes are a handy indicator that an enemy respawn pad is nearby, and some heroes' noises can help you find an enemy who's trying to hide.
6th Dec '15 4:58:43 PM CaptainCrawdad
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** It not only had the tink-tink, it had two different variations of it, depending on if the thrown grenade was a frag grenade or a flashbang.



** Before ''Quake'', ''VideoGame/{{Descent}}'' had its distinctive "clang" for damaging a player's shields. ''Descent III'' went with a softer, less distinctive "pop", which was not popular among ''Descent'' fans.

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** Before ''Quake'', * ''VideoGame/{{Descent}}'' had its distinctive "clang" for damaging a player's shields. ''Descent III'' went with a softer, less distinctive "pop", which was not popular among ''Descent'' fans.



* ''VideoGame/Left4Dead'' has some very distinct noises for its special zombies. Boomers sound like someone drowning and/or vomiting, Smokers cough and hack like a...smoker, Hunters have a very distinct growl and screech, Witches will sob and whimper, Spitters squeal softly to themselves, Jockeys laugh like madmen, and Chargers have a nasal growl like a wild boar or rhinoceros. You won't need to learn to recognize the sounds Tanks make, because they're always preceded by a big booming fanfare that tells you [[OhCrap you're about to get wrecked]].

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* ''VideoGame/Left4Dead'' ''VideoGame/Left4Dead''
** The game
has some very distinct noises for its special zombies. Boomers sound like someone drowning and/or vomiting, Smokers cough and hack like a...smoker, Hunters have a very distinct growl and screech, Witches will sob and whimper, Spitters squeal softly to themselves, Jockeys laugh like madmen, and Chargers have a nasal growl like a wild boar or rhinoceros. You won't need to learn to recognize the sounds Tanks make, because they're always preceded by a big booming fanfare that tells you [[OhCrap you're about to get wrecked]].
5th Dec '15 11:45:49 AM nombretomado
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* In ''SeriousSam'', suicide bomb soldiers emit a continuous "aaaaarrrgh" scream when they're coming at you, allowing you to tell where they're coming from, especially if they're behind you. The distinctive whine of chainsaws tips one off to the presence of the chainsaw-wielding pumpkin-men. Pretty much every enemy makes their distinctive sounds, often from StockSoundEffects.

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* In ''SeriousSam'', ''VideoGame/SeriousSam'', suicide bomb soldiers emit a continuous "aaaaarrrgh" scream when they're coming at you, allowing you to tell where they're coming from, especially if they're behind you. The distinctive whine of chainsaws tips one off to the presence of the chainsaw-wielding pumpkin-men. Pretty much every enemy makes their distinctive sounds, often from StockSoundEffects.
24th Nov '15 11:18:30 PM DetailsCat
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''VideoGame/RadiationIsland'': Enemies, anomalies, and the day/night cycle all have distinctive sounds. It's not long before you discover which sounds indicate OhCrap moments.

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* ''VideoGame/RadiationIsland'': Enemies, anomalies, and the day/night cycle all have distinctive sounds. It's not long before you discover which sounds indicate OhCrap moments.
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