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* ''Videogame/{{Subnautica]]'''s creatures all make lots of noise, and have unique, distinctive calls. Learning which creature makes what sound is crucial, as it will allow you to instantly distinguish between a [[GentleGiant Reefback]] just saying hello, and a [[SeaMonster Reaper Leviathan]] about to crack your submarine open like an eggshell and swallow you whole.
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* ''VideoGame/PathOfExile'' has different sounds for different item types like in ''Diablo''. Additionally, custom loot filters let you add custom conditional drop sounds; this can be used to immediately notify you when a particularly valuable item appears.

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* ''VideoGame/PathOfExile'' has different sounds for different item types like in ''Diablo''. Additionally, custom loot filters let you add custom conditional drop sounds; this can be used to immediately notify you when a particularly valuable item appears.
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Not an example. Added an actual example.


* ''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.

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* ''VideoGame/PathOfExile'' has different sounds for different item types like in ''Diablo''. Additionally, custom loot filters let you add custom conditional drop sounds; this can be used to immediately notify you when 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.particularly valuable item appears.
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* You can tell in an instant whether interplanetary travel in the first ''KnightsOfTheOldRepublic'' will have a random encounter, as the preceding cutscenes have entirely different music.

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* You can tell in an instant whether interplanetary travel in the first ''KnightsOfTheOldRepublic'' ''VideoGame/KnightsOfTheOldRepublic'' will have a random encounter, as the preceding cutscenes have entirely different music.

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Super Mario Galaxy 2 is my favorite FPS


* In the ''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.
** Ditto Green Stars in VideoGame/SuperMarioGalaxy2. If the sound is muted, the half of the hunt is one big GuideDangIt.
** The metroids themselves make an odd chittering sound before they attack Samus. (They didn't do this in the 2D games, but then you didn't have to worry about one sneaking up behind you and catching you unaware!)

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* ''VideoGame/MetroidPrimeTrilogy''
**
In the ''VideoGame/{{Metroid Prime|Trilogy}}'' series, main games of this subseries, 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.
** Ditto Green Stars in VideoGame/SuperMarioGalaxy2. If the sound is muted, the half of the hunt is one big GuideDangIt.
** The metroids Metroids themselves make an odd chittering sound before they attack Samus. (They didn't do this in the 2D games, but then you didn't have to worry about one sneaking up behind you and catching you unaware!)



* ''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.

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* ''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, horn honking, and Stickers make a splat sound.sound.
* Green Stars in ''VideoGame/SuperMarioGalaxy2'' make a distinct twinkling noise when you're near them.
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* When an attack does damage in ''FireEmblem'', it normally makes a sort of squishy "metal striking flesh" sound. When a blow is fatal, a more severe version is played, with additional sound effects for critical hits. An attack that does no damage is simply a clank. The level up fanfare (and ensuing chiming sounds as your stats go up) is even more recognizable than in most other [[RolePlayingGame RPGs]], as you hear much more frequently.

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* When an attack does damage in ''FireEmblem'', ''Franchise/FireEmblem'', it normally makes a sort of squishy "metal striking flesh" sound. When a blow is fatal, a more severe version is played, with additional sound effects for critical hits. An attack that does no damage is simply a clank. The level up fanfare (and ensuing chiming sounds as your stats go up) is even more recognizable than in most other [[RolePlayingGame RPGs]], as you hear much more frequently.
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Renamed trope


** Speaking of rogues.. every GlassCannon caster dreads the the [[YouFailLogicForever stealthing sound]], because it usually means you're about to get backstabbed. Experienced rogues can MindScrew their opponent by intentionally walking to the edge of the caster's field of vision, triggering that sound.

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** Speaking of rogues.. every GlassCannon caster dreads the the [[YouFailLogicForever [[LogicalFallacies stealthing sound]], because it usually means you're about to get backstabbed. Experienced rogues can MindScrew their opponent by intentionally walking to the edge of the caster's field of vision, triggering that sound.
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* ''VideoGame/TheEndTimesVermintide'' uses a number of musical cues:

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* ''VideoGame/TheEndTimesVermintide'' uses a number of musical audio cues:
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* ''VideoGame/TheEndTimesVermintide'' uses a number of musical cues:
** The sound of a war-horn (or ringing bells in the sequel) indicates a wave of [[{{Mooks}} Clanrats or Skavenslaves]] is approaching.
** A patrol of [[EliteMooks Stormvermin]] can be heard grunting "Hee! Yah!" when they get close.
** The sound of clanking and [[VaderBreath hoarse breathing]] indicates a Poison Wind Globadier is near.
** While Gutter Runners can be spotted by their faintly glowing Warpstone claws, they can also be heard faintly whispering to themselves.
** The rattling of bones is the sign a Packmaster is close.
** The Ratling Gunner can be detected by the rattle of his [[GatlingGood Ratling gun]]'s barrel spinning up, while a Skaven muttering the word "Burn!" is the sign of a Warpfire Thrower team.
** The Rat Ogre has a distinctive MightyRoar that it lets out when it gets close to the heroes.
** The [[MetalSlime Sack Rat]] can be heard muttering "Mine, mine!" when it gets close.
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* In ''VideoGame/TronTwoPointOh'', items, NPCs, and other things all have distinctive sounds. [[ZombiePlague Corrupted Programs]] talk in insane, distorted voices, ICPs rattle off computer code while searching for threats, and charge when they see you, and DataWraiths don't speak at all, but make creepy warped clicking noises instead. Similarly, Build Note items have a steady hum, which helps when they're hidden; hovering [[SurveillanceDrone finder robots]] make a droning noise while moving, and Optimizers can be heard making a crunching sound while sliding along surfaces.

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* In ''VideoGame/TronTwoPointOh'', items, NPCs, [=NPCs=], and other things all have distinctive sounds. [[ZombiePlague [[ZombieApocalypse Corrupted Programs]] talk in insane, distorted voices, ICPs [=ICPs=] rattle off computer code procedures while searching for threats, and charge when they see you, and DataWraiths [=DataWraiths=] don't speak at all, but make creepy warped clicking noises instead. Similarly, Build Note items have a steady hum, which helps when they're hidden; hovering [[SurveillanceDrone finder robots]] make a droning noise while moving, and Optimizers can be heard making a crunching sound while sliding along surfaces.
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* In ''VideoGame/TronTwoPointOh'', items, NPCs, and other things all have distinctive sounds. [[ZombiePlague Corrupted Programs]] talk in insane, distorted voices, ICPs rattle off computer code while searching for threats, and charge when they see you, and DataWraiths don't speak at all, but make creepy warped clicking noises instead. Similarly, Build Note items have a steady hum, which helps when they're hidden; hovering [[SurveillanceDrone finder robots]] make a droning noise while moving, and Optimizers can be heard making a crunching sound while sliding along surfaces.
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* ''VideoGame/HorizonZeroDawn'' utilizes this to great effect so that the players knows when enemies are about to attack from off-screen.
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* The ''Franchise/MetalGear'' series has the distinct "!" sound that lets you know when you've been spotted. Also in the game, your [[VoiceWithAnInternetConnection radio-based support]] mentions you can track the enemies by their sound if you have surround sound. If you don't have surround sound, they say [[DoesThisRemindYouOfAnything it's perfectly alright to have cheap speakers, and it doesn't make you any less of a man.]]

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* The ''Franchise/MetalGear'' ''VideoGame/MetalGear'' series has the distinct "!" sound that lets you know when you've been spotted. Also in the game, your [[VoiceWithAnInternetConnection radio-based support]] mentions you can track the enemies by their sound if you have surround sound. If you don't have surround sound, they say [[DoesThisRemindYouOfAnything it's perfectly alright to have cheap speakers, and it doesn't make you any less of a man.]]
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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!
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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.
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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}}.
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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.
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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.
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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.
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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.

to:

* 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.
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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.
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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.
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* 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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** 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.
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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.
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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]]
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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.
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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.
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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.
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* ''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.

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