Particular original works' sounds reappearing in something else, often due to being made by the same people. (Parodies, like the lightsaber
activation sound being used for a pencil, don't count.)
Not to be confused with Stock Sound Effects
. If several other works use it to the point where it's only loosely identified with its original source (e.g., those of the Atari Pac-Man
or the Godzilla
Roar), it becomes a Stock Sound Effect.
See also Doom Doors
- Many video game mods will use sound assets from their base games, since it's one less asset to remake and the player's already familiar with what the sound signifies. Examples are the HEV suit's health and ammo refill noises, which appear in all games based on Half-Life and Half-Life 2, including Team Fortress 2.
- The zombies in Left 4 Dead will sometimes scream with the shriek of the Curiosity Core. (The final core's vocal work was actually voiced during recording sessions for Left 4 Dead - by Mike Patton.)
- By virtue of a shared developer, Champions Online shares many sounds with City of Heroes, albeit for different things (the COH teleport sound is reused for health pickups in CO).
- One last one from COH - the police drones scattered about the city have a scanner chatter loop that has shown up in shows like Batman the Animated series as background chatter. The devs confirmed that the loop is a stock sound effect - and once you hear it, you'll ALWAYS notice it from then on. . . .
- Among many computer Stock Sound Effects, one of the sounds made by the suit's interface in the 2008 Iron Man is the shot sound from Space Invaders.
- The first No One Lives Forever reused the "objective-updated jingle" from Shogo: Mobile Armor Division, Monolith's previous title.
- As mentioned on the The Angry Video Game Nerd: A Christmas Carol special, the NES Home Alone 2 game recycled quite a few sounds from The Simpsons: Bart vs. the Space Mutants. These were both developed by Imagineering ((not to be confused with the Imagineers), but they do not share the publishers.
- Game Freak reused some sound effects from Pokémon in Drill Dozer.
- You could hear the Quake (the first one) explosion sound somewhere in Daikatana.
- One of the roars the Final Boss makes in Crisis Core is the same as one the sand worms make on Blenjeel in Jedi Academy.
- The pause and enemy scream sound effects in Wario Land: Super Mario Land 3 originally appeared in Metroid II: Return of Samus.
- The South Park episode "Child Abduction Is Not Funny", in which the City Wok owner builds a wall around South Park, uses sound from Age of Empires II when said wall gets attacked.
- The sound crew of The Big O either reproduced or directly spliced the weapon sounds made by the Angels in Neon Genesis Evangelion for the titular Humongous Mecha's beam weapon.
- Batman: The Movie: When a Mook was launched out over the ocean by a giant spring, the sound effect used was the sound of a Star Trek: The Original Series photon torpedo firing.
- One dying-creature sound from Warcraft III can be heard during the dodgeball scene in Disney's Chicken Little.
- Chrono Trigger reuses a good number of sound effects from Final Fantasy VI, from the same developers.
- The anime opening in the playstation and DS rereleases use stock sound effects from Dragon Ball.
- The 1953 The War Of The Worlds film.
- The Herculoids. Energy weapons sometimes used the sounds of the Martian heat ray and skeleton beam firing.
- Scooby-Doo Where Are You episode "Spooky Space Kook". The flying UFO used the "electronic rattlesnake" noise from the heat ray warming up.
- The Outer Limits TOS episode "The Children of Spider County". When the adult alien's eyes glowed and disintegrated their target, the sound effect used was the heat ray firing.
- The "skeleton beam" sound effect later became the one used on Star Trek (ALL versions) for the Photon Torpedoes. You might hear it on Filmation cartoons as well—this version comes from Star Trek: The Animated Series.
- In the 2009 Astro Boy, the big robot at the beginning makes the Fighting-Machine's "ping-ing-ing-ing..." sound.
- The Filmation The New Adventures of Superman episode "The Pernicious Parasite". When the Parasite drained power from a person, the sound effect was the Martian heat ray firing.
- This trope can also apply to Game Shows, especially from the same producer. Just the Goodson-Todman family alone has several:
- Quite a few sound effects were re-used from the little-known 1976 quizzer Double Dare (not to be confused with the kids' show), mainly the buzzers and bells from other CBS game shows, the Bonus Round slot-machine lever sound from The Joker's Wild (a CBS show but not a Goodson-Todman one), and even a truncated version of the infamous Losing Horns from The Price Is Right for Bonus Round losses. Said losing horns also appeared in truncated form on Card Sharks, the first version of which also recycled the theme from Double Dare.
- The Family Feud answer reveal sound in Fast Money, first used on the CBS version with Ray Combs (1988-1994), was recycled from another short-lived quiz show called Trivia Trap. Trap also provided what later became the "square reveal" sound on Classic Concentration and the "wrong number" sound for the game Pathfinder on The Price Is Right.
- And speaking of Concentration, its Bonus Round timer was recycled from the first version of Blockbusters.
- Game show creator Bob Stewart was fond of this too. The famous "cuckoo" for an illegal clue on the Pyramid franchise also appeared on two of Stewart's other shows: Chain Reaction (even on the GSN revival, in which the now-retired Stewart had no involvement!) and Go. The latter also recycled the Pyramid signature "plonk-plonk" timer sound.
- Wheel of Fortune has three examples:
- For many years, they had a line of categories with trivia questions attached (for instance, "Who Said It?" — the puzzle answer would be a famous quotation, and the contestant could receive a bonus for identifying the person associated with the quote). Such categories were identifed by a special chime previously used on the Wink Martindale version of High Rollers whenever someone rolled doubles.
- The first Bonus Round timer was recycled from Give-n-Take, a short-lived show created by Bill Carruthers of Press Your Luck fame for CBS.
- The current buzzer was taken from Bumper Stumpers.
- And going the other way, two other shows have borrowed the chimes that Wheel uses whenever the puzzle is first revealed (said chimes were updated in 1989):
- Super Password replaced its usual "reveal the password" sound with said chimes on the first round of an episode where Wheel host Pat Sajak was a celebrity guest.
- The Life and Times of Juniper Lee episode "New Trickster in Town" used them on a mock game show started by the episode's villain.
- Beakman's World came to like using the sound effects from Scrabble.
- A ton of times in Scott Pilgrim vs. the World.
- One of the creatures (either Pronghead or Gyrosprinter) in Alien Planet makes the same sound as an Insane Cancer from Silent Hill 3.
- The menu select sounds from Action 52 were reused in many pirated multicarts and plug-n-play NES clones, such as the Power Player Super Joy.
- In Resident Evil 2, the explosion sound from Doom is heard when Mr. X's Tyrant form appears.
- Quake III: Arena's distinct rocket launcher sound could be kinda previously heard on Kingpin Life Of Crime that was released few months prior.
- Speaking of Kingpin, Xatrix (now known as Gray Matter Interactive at this point) reused few of it's sounds for Return to Castle Wolfenstein.
- The waterphone sample in the BGM for the Banquet Hall level in Die Hard Trilogy 2: Viva Las Vegas is also used in Silent Hill 3, and other horror media. The ambient synth sound in the Bunker and Biolab levels of the former game is also re-used alot, such as in the guest house basement in the Resident Evil remake.
- In Silent Hill's alternate Antique Shop, and during the battle with Cybil, you can hear the "wind chime" sample used in the Marshalling Yard theme from Resident Evil 2.
- The foghorn-like ambient sound("Witchdoctor" from the Altered States sound library) from Silent Hill 2s Labyrinth appears in the The X-Files episode "All Things", as well as in SH 3 and 4, and Twisted Metal: Blacks Junkyard ambience.
- Some of the voice grunts when you get hit in Doom 3 and Soldier of Fortune II are the same as in Turok 2. The roar of the Purr-lin in Turok 2 was used for the Pinky Demons in Doom 3.
- The second part of Mausoleum Suite from Halo 2 has a groaning vocal which at first seems to be a subliminal message, but is really a stock sample, which is also heard in this music from FEAR. In turn, the instrument/sample at the beginning of First Encounter from FEAR got used in Another Walk on the Halo 3 soundtrack, in slightly modified form. The "whoosh" sound from Halo 2 and 3(heard in The Last Spartan and Luck) also appears in the FEAR series (e.g., at the beginning of this OST track).
- Marathon reused several sounds from Pathways Into Darkness, such as the splatter of a gibbed enemy, the gun reloading and empty sounds, and the item pickup sound.
- F/A-18 Hornet uses the "landing gear touchdown" sound and the "Taps" Game Over sting from Hellcats, Graphic Simulations' earlier flight sim.
- Megatron's fusion cannon's ejection sound is the "shrump" sound from various Hanna Barbera cartoons in which a character falls on something or pops out of a hole.
- One level from Duke Nukem 2 used the theme song from Desert Strike.
- Star Trek: The Original Series. The transporter sound effect was based on part of the "Tardis taking off" sound effect in Doctor Who.
- Futurama uses many, many Star Trek: TOS sound effects, such as the opening doors and tricorder sounds.
- A lot of sound effects from Command & Conquer: Red Alert 2 end up being reused in Generals.
- The whispering ambient sounds in the first Quake's hub level later appeared in parts of Twisted Metal: Black.
- Sunsoft's NES games shared many of the same sounds, including the famous PCM bass.
- Super Smash Bros. has its Homerun Bat (and a couple other attacks) use the sound effect for the most hard hitting blows from Dragon Ball Z. Fittingly, both are likely to result in A Twinkle in the Sky
- The infamous "Muslim chanting" from The Legend of Zelda: Ocarina of Time's original Fire Temple music, the source of so much controversy that the sample was removed in later versions of the game, is actually a fairly common stock sample that's been in a heap of game music. You can hear it in Cruis N the World 's Egypt theme, Parasite Eve 2's "Ark," and "Love/Hate Chant" from Kakuto Chojin. Things really came full circle with that last example, where the chants once again proved controversial - the game was removed from shelves just for their inclusion!
- What Once Was Lost from Halo: Combat Evolved uses the same drone synth pad as the intro of Evidence from Descent 3.
- The Star Wars blaster firing and impact sounds, in addition to their use in tie-in games, were used for the Level 3 Laser and explosion/impact sounds, respectively, in Descent 1 and 2. It was also used for the Constructo Pistol in Ratchet & Clank Future: A Crack In Time.
- In Halo Anniversary, the Library's ambient soundtrack (Dewey Decimate) uses some of the squishy organic sounds from Silent Hill 3s Otherworld, as heard here. Between Beams (formerly Shadows), another Halo Anniversary track, uses part of the dentist's drill-like squeal (listen closely) from Silent Hill 1's final boss battle.
- The music track Heavy Armor from FEAR appears to use a sped-up version of the industrial percussion sample used in Flower Crown of Poppy from Silent Hill 3. A few other drum samples, such as that in the third Mini Mecha battle theme, previously appeared in the Turok series, e.g. the title theme of Turok 2.
- Most Compile shmups, from Gulkave (one of their few Horizontal Scrolling Shooters) to The Guardian Legend to Gun Nac to GG Aleste II to Zanac Neo, play the same jingle when you get enough points for an extra life. This sound can also be heard in some of their more casually-oriented games. It also appears in Tyrian, a non-Compile shmup, as the "Secret Level" jingle.
- Compile's 16-bit shmups generally used a different extra life jingle, which can be heard in Musha Aleste, Robo Aleste and the PC98 Disc Station game Rude Breaker. It also appears in the Puyo Puyo games as the "all clear" sound.
- The "whistle" sound heard when Fred Flintstone rolls a bowling ball is still being used today.
- The double chirp heard towards the end of Supertramp's "The Logical Song" was taken from a hand-held football game that used simple LED dots on a screen patterend as a football field. The chirp signified a tackle.
- Transformers Prime makes use of the "zat gun" sound effect from the Stargate Verse several times, with both stasis pods and the Energon Harvester using it.
- The Der Dritte Raum song "Landungsbrücken" uses the Sinister Scraping Sound heard in parts of Silent Hill 3's Amusment Park.
- Quite a few sounds from The Legend of Zelda: The Wind Waker are reused in The Legend of Zelda: Twilight Princess, The Legend of Zelda: Skyward Sword, and even Super Mario Galaxy. The Wind Waker, in particular, uses a very famous "fire" stock sound found in movies, TV shows, and other video games.
- In the El Tigre episode "Oso Sole Mio" when Frida dresses up as a bee to distract the bears, one of the bears makes a sound that will be very familiar to anyone who's watched Harvey Birdman, Attorney at Law.
- The iconic sound of a proton pack being turned on has been used on Phineas and Ferb a lot.
- Stan Freberg created an audio montage of things sounding some kind of machinery going haywire, and used it at the end of "The World Is Waiting For The Sunrise" and in The Stan Freberg Show to allegedly represent "a condensed version of the Confidential magazine trial."
- The Little Busters visual novel uses several menu selection sounds from Clannad, both by the company Key. They even reuse Yoshino Yuusuke's voice actor as Natsume Kyousuke.
- Some sounds from Hydorah by indie developer Locomalito were reused in his following project Maldita Castilla.
- The Little Green Men in the Fallout 3 DLC Mothership Zeta use some of the same voice samples as the Grunts from the Halo series. At least one sound featured in the Resident Evil 0 soundtrack can also be heard in FO 3's dungeon ambience. Before those, it appeared slowed-down in Fallout 1, specifically in the track "Underground Troubles". Fallout 3 and Fallout: New Vegas also reuse a number of sound effects from the first two games, such as the PIP-Boy and VATS sounds.
- Wreck-It Ralph uses so many classic video game sound effects, some of which are considered Stock Sound Effects, the movie itself becomes a quiz to see who can recognize all of them.
- Another First Encounter Assault Recon music track, Docks Ambient, uses the siren-type sound from Fallout 1's City of the Dead, pitched up. Also in "Mutant Massacre" from Fallout: New Vegas.
- Quintet had a habit of recycling the easily recognized sounds from Actraiser ever since they created Soul Blazer.
- There's a certain type of electronic cash register that makes the ring pick-up sound effect from the Sonic the Hedgehog games when it opens. Listen for it next time you're at a gas station or convenience store.
- Some also use the secret sound from The Legend of Zelda franchise.
- Similarly, there is a piece of software used in some modern taxi counters/GPSes that use the sound effect for the save window popping up in Super Mario World.
- Both Bitter Dance from Star Ocean: Till the End of Time and Iwatodai Dormitory from Persona 3 seem to use the same generic rap lyrics, despite the fact that they're made by different composers and don't even share the same genre: apparently the lyrics originate from a DDR song.
- The Neu Tanz remix of "Molecular Clock" from RayStorm uses the acid bass riff from "Control" by Juno Reactor & Traci Lords(featured on the Mortal Kombat film soundtrack).
- .Hack//sign and Tsubasa Reservoir Chronicles share the same music
- The Gauss Rifle and Holorifle in Fallout: New Vegas use the Turok 2 Plasma Rifle sound.