History Main / SoundCodedForYourConvenience

21st Mar '18 9:56:56 PM nombretomado
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* Set to be taken UpToEleven inside ''RedOrchestra 2: Heroes of Stalingrad'' - the soundtrack, specific for Russian and German sides, is supposed to change to be more somber when your team is losing, and more grand while your team is winning!

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* Set to be taken UpToEleven inside ''RedOrchestra ''VideoGame/RedOrchestra 2: Heroes of Stalingrad'' - the soundtrack, specific for Russian and German sides, is supposed to change to be more somber when your team is losing, and more grand while your team is winning!
5th Mar '18 9:01:04 PM Ferot_Dreadnaught
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* In the ''Franchise/AceAttorney'' series, an incorrect objection will usually keep the same background music going. A correct one will usually halt the music so as to wind you up for whatever revelation comes next -— but it does shave off slow seconds if you’re SaveScumming through a difficult juncture. They sometimes avert this, tripping up more GenreSavvy players.

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* In the ''Franchise/AceAttorney'' series, an incorrect objection will usually keep the same background music going. A correct one will usually halt the music so as to wind you up for whatever revelation comes next -— but it does shave off slow seconds if you’re SaveScumming through a difficult juncture. They sometimes avert this, tripping up more GenreSavvy players.
17th Feb '18 11:47:20 PM nombretomado
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* Cash and some other quest-related items in ''VideoGame/ConkersBadFurDay'' will literally call out to the player ("Hey! Money over here!"). Same with for the Jinjos hollering to be rescued in the ''Banjo-Kazooie'' series. Both games were made by {{Rare}}.

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* Cash and some other quest-related items in ''VideoGame/ConkersBadFurDay'' will literally call out to the player ("Hey! Money over here!"). Same with for the Jinjos hollering to be rescued in the ''Banjo-Kazooie'' series. Both games were made by {{Rare}}.Creator/{{Rare}}.
31st Jan '18 7:52:09 AM Cryoclaste
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* In ''GearsOfWar'' Multiplayer matches one learns to listen for the distinctive clanking of COG armor or the wheezing of Locust breath.

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* In ''GearsOfWar'' ''VideoGame/GearsOfWar'' Multiplayer matches one learns to listen for the distinctive clanking of COG armor or the wheezing of Locust breath.
25th Jan '18 7:51:17 PM VutherA
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** ''Gears'' also has your squadmates [[SayMyName call out the names]] of {{MiniBoss}}es ("Seeder!"; "Berserker!") as soon as you encounter them. Most of the time the soldier assigned to this task is CaptainObvious.

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** ''Gears'' also has your squadmates [[SayMyName call out the names]] of {{MiniBoss}}es ("Seeder!"; "Berserker!") as soon as you encounter them. Most of the time the soldier assigned to this task is CaptainObvious. As well, a distinctive sound effects happens after you've killed the last enemy in the area, letting you know you can scavenge around or move on freely.
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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** ''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.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.SoundCodedForYourConvenience