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* The Dynamite Explosion, which is also used as a random ambient noise in ''VideoGame/{{Marathon}} 2: Durandal's'' volcanic levels, and for grenade/rocket explosions in the ''TombRaider'' series and ''SoldierOfFortune: Payback''.
** The ''Marathon'' "cyborg exploding" sound also appears in ''TombRaider'' when you kill an enemy with explosives.
** The ''Marathon'' "cyborg exploding" sound also appears in ''TombRaider'' when you kill an enemy with explosives.
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* The Dynamite Explosion, which is also used as a random ambient noise in ''VideoGame/{{Marathon}} 2: Durandal's'' volcanic levels, and for grenade/rocket explosions in the ''TombRaider'' ''Franchise/TombRaider'' series and ''SoldierOfFortune: Payback''.
** The ''Marathon'' "cyborg exploding" sound also appears in''TombRaider'' ''Franchise/TombRaider'' when you kill an enemy with explosives.
** The ''Marathon'' "cyborg exploding" sound also appears in
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* There's also the rusty metal trapdoor sound. Heard as a [[ScareChord scare sound]] in the ''Franchise/{{Halo}}'' series on Flood-infested levels. It, or something similar, is also used in the ''TombRaider'' series.
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* There's also the rusty metal trapdoor sound. Heard as a [[ScareChord scare sound]] in the ''Franchise/{{Halo}}'' series on Flood-infested levels. It, or something similar, is also used in the ''TombRaider'' ''Franchise/TombRaider'' series.
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** Also used in ''[[Videogame/Warcraft]]'' 's RTS games, more specifically, the second installment, as the Dragon's stock roar sound effect, with edited versions
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** Also used in ''[[Videogame/Warcraft]]'' 's Warcraft's RTS games, more specifically, the second installment, as the Dragon's stock roar sound effect, with edited versions
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** Also used in ''[[Videogame/Warcraft]]'' 's RTS games, more specifically, the second installment, as the Dragon's stock roar sound effect, with edited versions
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* The Necropolis siren in ''VideoGame/{{Fallout 1}}''(BZZZZZZURRRRRRRRM!), heard in the OST track [[http://www.youtube.com/watch?v=64ZBkuOJPpY "City of the Dead"]], and later in the soundtracks to ''{{FEAR}}''[[http://www.youtube.com/watch?v=U1qTEoWarsY ("Docks Ambient")]] and ''VideoGame/FalloutNewVegas''("Mutant Massacre"). Another stock siren sound is used in "Metallic Monks", the Brotherhood of Steel's theme.
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* The Necropolis siren in ''VideoGame/{{Fallout 1}}''(BZZZZZZURRRRRRRRM!), heard in the OST track [[http://www.youtube.com/watch?v=64ZBkuOJPpY "City of the Dead"]], and later in the soundtracks to ''{{FEAR}}''[[http://www.youtube.com/watch?v=U1qTEoWarsY ("Docks Ambient")]] and ''VideoGame/FalloutNewVegas''("Mutant Massacre"). Another stock siren sound is used in "Metallic Monks", the Brotherhood of Steel's theme, and "Vats of Goo", the FinalDungeon theme.
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* ''VideoGame/{{Fallout 3}}'' has a stock Indian flute sample in at least three of its soundtrack pieces, which can also be heard in the [=iChill=] music [[http://www.youtube.com/watch?v=pseK3CfQXUk&list=UUGb34D3ThpmjLNn-FLv2_yQ accompanying this video]].
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* Whenever '''''Anything''''' is being built offscreen, you can any combination of Hammers pounding in nails, Jackhammers breaking up rocks and saws of all types cutting wood.
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Reason 5 edit
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** This file is even included in the sound database of some versions of Propellerhead's Reason Digital Audio Workstation - as a snare sample, oddly enough.
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** Anguirus' roar has also become a bit of a stock roar, being heard in the ''StreetFighter'' games (Fei Long's stage), ''SuperMetroid'' (Draygon's screech), and a few non-Godzilla films.
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** Anguirus' roar has also become a bit of a stock roar, being heard in the ''StreetFighter'' games (Fei Long's stage), ''SuperMetroid'' ''VideoGame/SuperMetroid'' (Draygon's screech), and a few non-Godzilla films.
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* Security alarm sounds. The alarm sound in the Nintendo 64 adaptation of ''VideoGame/GoldenEye1997'' is also used for the gates in ''{{Gradius}} IV'''s High Speed Stage, and appears in the ''VideoGame/DanceDanceRevolution'' song "Dead End". Another stock alarm sound is used in both ''VideoGame/TomorrowNeverDies'' (the game) and ''PerfectDark''.
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* Security alarm sounds. The alarm sound in the Nintendo 64 adaptation of ''VideoGame/GoldenEye1997'' is also used for the gates in ''{{Gradius}} IV'''s High Speed Stage, Stage and health restoration in ''ResidentEvil5'', and appears in the ''VideoGame/DanceDanceRevolution'' song "Dead End". Another stock alarm sound is used in both ''VideoGame/TomorrowNeverDies'' (the game) and ''PerfectDark''.
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* Yet another siren: in "Drop Out" from ''DanceDanceRevolution'' and "Robotix" from ''InTheGroove 2''.
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* Yet another siren: in [[http://www.youtube.com/watch?v=SzGvwF2z1Gs "Drop Out" Out"]](which also uses the Paranoia siren) from ''DanceDanceRevolution'' and "Robotix" [[http://www.youtube.com/watch?v=WJcSJoOMGl8 "Robotix"]] from ''InTheGroove 2''.2'' and ''PumpItUpPro''.
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* Yet another siren: in "Drop Out" from ''DanceDanceRevolution'' and "Robotix" from ''InTheGroove 2''.
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** ''Franchise/StarWar'' Episode 1 when the kids are playing around the pod racer before the race.
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** ''Franchise/StarWar'' ''Franchise/StarWars Episode 1 1'' when the kids are playing around the pod racer before the race.
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* ''HalfLife''
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* ''HalfLife''''VideoGame/HalfLife''
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* ''VideoGame/CallOfDuty: Modern Warfare'' -- goes off around Chernobyl if you try to leave.
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* ''VideoGame/CallOfDuty: Modern Warfare'' ''Call of Duty: VideoGame/ModernWarfare'' -- goes off around Chernobyl if you try to leave.
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** HalfLife Fans just had a funny reaction.
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* The Half-Life 2's RPG launch sound effect is often used as a generic explosion sound effect, even in [[http://www.youtube.com/watch?v=Fz1BXF7bVpM#t=3m26s music videos]]
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* The Half-Life 2's ''VideoGame/HalfLife2'''s RPG launch sound effect is often used as a generic explosion sound effect, even in [[http://www.youtube.com/watch?v=Fz1BXF7bVpM#t=3m26s music videos]]
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* There's that one gun sound which appears pretty much ''everywhere'', whether clear or in some variation (most gun sound websites list it as ".357 magnum" or similar). Just to name very few examples, multiple rail-shooters, the magnum in Film/TheGodfather video game, the Red 9 in ''VideoGame/ResidentEvil4'' uses a variation, the .357 Magnum in ''VideoGame/{{Half-Life 2}}'', Desert Eagle and Steyr AUG in ''VideoGame/{{Counter-Strike}}'', and so on.
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* There's that one gun sound which appears pretty much ''everywhere'', whether clear or in some variation (most gun sound websites list it as ".357 magnum" or similar). Just to name very few examples, multiple rail-shooters, the magnum in Film/TheGodfather video game, the Red 9 in ''VideoGame/ResidentEvil4'' uses a variation, the .357 Magnum in ''VideoGame/{{Half-Life 2}}'', ''VideoGame/HalfLife2'', Desert Eagle and Steyr AUG in ''VideoGame/{{Counter-Strike}}'', and so on.
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Duplicate entry.
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* Every time an eagle screech is needed, it's almost always actually a red-tailed hawk cry that's used, not a real eagle cry.
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** A somewhat higher-pitched alarm can be found in shows like ''Series/{{Bones}}'' (usually during EstablishingShots of the lab), and especially Japanese {{Tokusatsu}} shows.
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** A somewhat higher-pitched alarm can be found in shows like ''Series/{{Bones}}'' (usually during EstablishingShots {{Establishing Shot}}s of the lab), and especially Japanese {{Tokusatsu}} shows.
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* The chirp-chirp-chirp sound made by a helicopter's drive belts as they slow down and disengage. The ''only'' helicopter that actually makes this sound is the Bell 47-G. It's the one you see on {{MASH}}.
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* The chirp-chirp-chirp sound made by a helicopter's drive belts as they slow down and disengage. The ''only'' helicopter that actually makes this sound is the Bell 47-G. It's the one you see on {{MASH}}.''Series/{{Mash}}''.
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* The siren-like sound of an airplane going down. This particular sound is applied to a number of films (both contemporary to the war and after the fact) set in World War II and up until around the time of the Vietnamese War, to show airplanes in a dive or after being shot down. This is almost always the Stuka Ju 87 "Jericho Trumpet" being heard, a propeller-driven siren designed for that particular dive bomber as a psychological weapon by the Luftwaffe.
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* The [[StukaScream siren-like sound sound]] of an airplane going down. This particular sound is applied to a number of films (both contemporary to the war and after the fact) set in World War II and up until around the time of the Vietnamese War, to show airplanes in a dive or after being shot down. This is almost always the Stuka Ju 87 "Jericho Trumpet" being heard, a propeller-driven siren designed for that particular dive bomber as a psychological weapon by the Luftwaffe.
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->'''Singhez-Things''': ''Pardon me, sir. There is a European fireman hiding in the waiting room.''
->'''Major Bloodnok''': ''Well, tell him to wait in the hiding room while I paste these photographs into my hat. Paste! PASTE! (aside to listeners) Well, there's no sound effect for paste, is there..?''
->'''FX''': ''(creaky door)''
->'''Seagoon''': ''No, but there is one for doors opening!''
-->-- ''TheGoonShow'', "The Burning Embassy"
->'''Major Bloodnok''': ''Well, tell him to wait in the hiding room while I paste these photographs into my hat. Paste! PASTE! (aside to listeners) Well, there's no sound effect for paste, is there..?''
->'''FX''': ''(creaky door)''
->'''Seagoon''': ''No, but there is one for doors opening!''
-->-- ''TheGoonShow'', "The Burning Embassy"
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->'''Major Bloodnok''': ''Well,
'''Major Bloodnok:''' Well, tell him to wait in the hiding room while I paste these photographs into my hat. Paste! PASTE!
->'''FX''': ''(creaky door)''
->'''Seagoon''': ''No,
'''FX:''' (''creaky door'')\\
'''Seagoon:''' No, but there is one for doors
-->--
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** Pixar AFLAC ''ToyStory3'' commercial, around May 2010
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** Pixar AFLAC ''ToyStory3'' ''WesternAnimation/ToyStory3'' commercial, around May 2010
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* A siren is sometimes used on Game Shows to mark failures. Notable examples are on shows like TheCrystalMaze, where alarms mark strikes in games with automatic lock-in conditions, and FortBoyard, where an alarm is used for the "Burglary" game.
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* A siren is sometimes used on Game Shows to mark failures. Notable examples are on shows like TheCrystalMaze, ''Series/TheCrystalMaze'', where alarms mark strikes in games with automatic lock-in conditions, and FortBoyard, ''Series/FortBoyard'', where an alarm is used for the "Burglary" game.
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* Played with in Fawlty Towers, when Basil argues with the guests over the difference between the fire bell and the burglar alarm during a fire drill.
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* The siren-like sound of an airplane going down.
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* The siren-like sound of an airplane going down. This particular sound is applied to a number of films (both contemporary to the war and after the fact) set in World War II and up until around the time of the Vietnamese War, to show airplanes in a dive or after being shot down. This is almost always the Stuka Ju 87 "Jericho Trumpet" being heard, a propeller-driven siren designed for that particular dive bomber as a psychological weapon by the Luftwaffe.
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[[AC:{{Film}}]]
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[[AC:{{Live-Action TV}}]]
* Whenever a child's innocent laughter needs to feature in a scene, it's almost always the same sound clip. Used in a Dannon yogurt commercial, ''Film/{{Rambo}}'' (2008), the opening sequence to ''VideoGame/DiddyKongRacing'', and one of the alternate Windows 95/98 shutdown sounds, among numerous other places. It's also the same sound used in:
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** ''Film/{{Rambo}}'' (2008)
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** Star Wars Episode 1 when the kids are playing around the pod racer before the race
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** Star Wars ''Franchise/StarWar'' Episode 1 when the kids are playing around the pod racer before the racerace.
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** Used in ''Film/ImJuli'', during the travel photo montage.
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* The "Drone Preparing to Fire" sound from ''{{Marathon}} 2'' is also used as the Cypher drone activation sound in ''GhostRecon: Advanced Warfighter''.
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* The "Drone Preparing to Fire" sound from ''{{Marathon}} ''{{VideoGame/Marathon}} 2'' is also used as the Cypher drone activation sound in ''GhostRecon: Advanced Warfighter''.
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*** Subverted in King of the Hill's "Now Who's The Dummy" episode where, playing to a nursing home, the awkward 'mic' feedback is revealed to be coming from a resident's hearing-aid.
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That\'s a sound effect, not an Unsound Effect.
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* [[http://www.youtube.com/watch?v=gsNaR6FRuO0 That little musical sequence modems make]]. [[UnsoundEffect Kriiiii-doooo-bedoobedoobe-doooo...]]
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* [[http://www.youtube.com/watch?v=gsNaR6FRuO0 That little musical sequence modems make]]. [[UnsoundEffect Kriiiii-doooo-bedoobedoobe-doooo...]]
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** Electronic flashes are almost always depicted making a huge noise, first when charging, and then when fired, both clearly audible even in an agitated crowd of people. Sometimes even the ridiculously exagerrated explosion sound of a turn-of-last-century flash lamp stuffed with magnesium powder is used. Electronic flashes only make an almost inaudible click when fired, and charging is completely silent.
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* The Necropolis siren in ''VideoGame/{{Fallout 1}}''(BZZZZZZURRRRRRRRM!), heard in the OST track [[http://www.youtube.com/watch?v=64ZBkuOJPpY "City of the Dead"]], and later in the soundtracks to ''{{FEAR}}''[[http://www.youtube.com/watch?v=U1qTEoWarsY ("Docks Ambient")]] and ''VideoGame/FalloutNewVegas''("Mutant Massacre").
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* The Necropolis siren in ''VideoGame/{{Fallout 1}}''(BZZZZZZURRRRRRRRM!), heard in the OST track [[http://www.youtube.com/watch?v=64ZBkuOJPpY "City of the Dead"]], and later in the soundtracks to ''{{FEAR}}''[[http://www.youtube.com/watch?v=U1qTEoWarsY ("Docks Ambient")]] and ''VideoGame/FalloutNewVegas''("Mutant Massacre"). Another stock siren sound is used in "Metallic Monks", the Brotherhood of Steel's theme.
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* Nuclear reactor alarms. One is used in ''VideoGame/{{Doom}} 3''.
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* Nuclear reactor alarms. One is used The Necropolis siren in ''VideoGame/{{Doom}} 3''.''VideoGame/{{Fallout 1}}''(BZZZZZZURRRRRRRRM!), heard in the OST track [[http://www.youtube.com/watch?v=64ZBkuOJPpY "City of the Dead"]], and later in the soundtracks to ''{{FEAR}}''[[http://www.youtube.com/watch?v=U1qTEoWarsY ("Docks Ambient")]] and ''VideoGame/FalloutNewVegas''("Mutant Massacre").