Sounds are often used to convey information in storytelling, even in works that aren't told orally.
Sounds are one of the primary means of communications between humans, and one of the oldest means of storytelling.
Sounds invoke emotions. For example, some noises can awe us and make us scared, while other noises are inherently funny. They may bring about happiness or sorrow. Importantly, noises and sounds can effectively set a scene of a story without showing or telling anything.
When the sound used is music this can be used in many ways to signify something in the work. It can set the mood of a scene
, celebrate a person or personal victory, via Fanfare
, and set unique tone to an exotic setting with a Regional Riff
Compare with Color-Coded for Your Convenience
[[folder:Anime & Manga]]
- Giant Robo: Robo has a certain "growl" in lieu of a voice. "Crush them, Robo!" "GROWL"
- Its Me Or The Dog: While dogs can learn to associate words with commands, what works better is the tone of voice. So "no" type commands have to be issued in a firm tone, and "good dog" should be spoken in a happy one.
- In Left 4 Dead, each special infected has a short tune that plays when they are nearby.
- In The Legend Of Zelda The Windwaker's Battleship-clone minigame, the guy running the game makes his own sound effects: "Sploosh..." for a miss, and "KA-BOOM!" for a hit.
- Throughout the Metroid Prime series, suit expansions make a humming sound when you approach them. It's much more distinct in Metroid Prime: Hunters, where the sound is louder and is different depending on what the item is.
- Pokémon: In the games every pokemon has a different animal call they make, made up of beeping sound bits that you can hear in battle or in the pokedex. Considering that there's over 500 different kinds of pokemon it's pretty amazing how much work they put into giving each of them a unique sound classification.
- RuneScape: TzTok-Jad, the end boss of the Fight Caves, has three different attacks, any one of which can kill a player in one hit. Different sound effects play based on the attack it's about to use, giving the player a chance to prepare even if they miss the visual cue.