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Hey, It's That Sound!

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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.
  • Counter-Strike: Global Offensive inherited many sound effects and bites from its older iterations, such as the weapon pick up sound, mostly because long-time players have grown to expect the same sound effects regardless of game version.
  • Dota 2 uses several sound effects from Valve's entire library of games. Sniper's ultimate, for example, sounds like the AWP from Counter-Strike.
  • 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.)
  • Japanese game developer Ikiki, most famous for Nikujin, uses many sound effects from Team Fortress Classic, such as grunts, death screams, and gun cocks.
  • 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.
    • Several more come from the original X-COM, notably the sounds made by JARVIS within the suit's HUD.
  • The "Charging Complete" sound in WALL•E is the same sound used in older Macintosh computers.
  • The first No One Lives Forever reused the "objective-updated jingle" from Shogo: Mobile Armor Division, Monolith's previous title.
    • In turn, sometimes Shogo uses as enemy mooks' chatter the Black Speech of the cultists from Blood.
    • NOLF later had one of its unique sound effects recycled: the sound that plays when a level finishes loading, which was reused for the same purpose in the original First Encounter Assault Recon.
  • 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.
  • Perfect Dark uses the same alarm sound as the Licensed Game of Tomorrow Never Dies, as do Half-Life 2: Episode 2, and Call of Duty: Modern Warfare 2 in slightly sped-up form during a Tactical Nuke countdown.
  • 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 sounds 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 is 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.
  • The short 3D animated movie Indigen makes use sounds from many games, notably Quake II, Return to Castle Wolfenstein, StarCraft and Counter-Strike.
  • 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.
  • Super Mario World, Super Mario All-Stars, and Super Mario World 2: Yoshi's Island reuse many sound effects between themselves.
  • The metallic sound of Manfred von Karma's Badass Fingersnap in Phoenix Wright: Ace Attorney is also used in Ghost Trick, also developed by Shu Takumi.
  • The 1953 The War of the Worlds film, with the heat ray and skeleton beam weapons of the Martian war machines.
    • The Herculoids. Energy weapons sometimes used the sounds of the Martian heat ray and skeleton beam firing.
    • Birdman (1967) episode "Murro the Marauder". When Birdman and his shadow double fire energy blasts at each other the sound effect is the skeleton beam firing.
    • The Galaxy Trio episode "Space Fugitives". The Galaxy Trio's ship Condor One and the robot drones sent to capture the Trio use the "skeleton beam" sound when firing their weapons.
    • Young Samson and Goliath
      • Episode "Nerod". When one of Nerod's gladiatorial robots fires sword blades at Samson the "skeleton beam" sound can be heard.
      • Episode "From Out of the Deep". When the alien sensor units fire on Samson and Goliath the sound is the "skeleton beam" firing. The sensor units units attached to the feet of the alien ship use the "electronic rattlesnake" warmup noise of the heat ray.
    • The 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.
  • F-Zero GX: The low-energy Critical Annoyance is identical to an alarm sound effect that plays in some levels of Sonic Adventure 2. Makes sense since they were both developed by Sega.
  • 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 Concentration, the sound for the Star Wheel's descent on the 1990-91 version of Match Game, 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 identified 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, three 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 in 1985 where Wheel host Pat Sajak was a celebrity guest.
    • They were heard on the 1989 April Fools' episode of Scrabble, which hosted by Chuck Woolery, who had previously hosted Wheel.
    • 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.
  • Speaking of Scrabble, Beakman's World came to like using the sound effects from that show; at least one of their crew members had been a contestant on the show. (Ironically, the show was produced, like Wheel and Jeopardy!, by what's currently Sony Pictures Television.)
  • The Pronghead in Alien Planet makes the same sound as an Insane Cancer from Silent Hill 3, which is actually a stock tiger snarl/growl.
  • 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.
  • Xatrix (now known as Gray Matter Interactive at this point) reused few sounds from Kingpin: Life of Crime 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.
  • Super Mario Land and the Game Boy version of Tetris share the pause sound effect. It probably helps that they were both made by Nintendo and were launch titles for the Game Boy.
  • Some of the voice grunts when you get hit in Doomł 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. Another of the D3 Pinky's roars was previously used for the Death Cry Echo of Banshees/Spectres/Phantasms in Pathways into Darkness.
  • 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, the first game's Fusion Pistol impact sound (originally used for the petrifying Black Crystal, and itself a pitched-down stock glass-breaking sound), the Skitter/Wasp projectile splat (also heard at slightly higher pitch when decapitating zombies in the first few Resident Evil games) and the item pickup sound. In turn, the original Resident Evil used the Marathon pattern buffer sound for its menu select sound.
  • F/A-18 Hornet uses the "landing gear touchdown" sound and the "Taps" Losing Horns from Hellcats, Graphic Simulations' earlier flight sim.
  • Megatron's fusion cannon's firing sound is the "shrump" sound from various Hanna-Barbera cartoons, typically used when 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.
    • A sound from Twisted Metal: Black's Freeway ambience music (about 0:52) was later used for the Prophet holograms in Halo 2. The Freeway ambient track also has the "motor winding down" sound used in the Future Sound of London song "Vertical Pig".
  • Sunsoft's NES games shared many of the same sounds, including the famous PCM bass.
  • Super Smash Bros. has its Home-Run Bat (and a couple other attacks) use the iconic sound effect for the most hard hitting blows from several action Anime, most notably 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, which 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! The Temple Hideout DLC stage for Street Fighter V also ended up being temporarily recalled due to its music's use of the sample.
  • "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's final boss battle.
  • The REV6 Powered Armor theme 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 Factory Assassin 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" and the Theme Tune for I Was a Teenage Werewolf.
  • 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, 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.
  • The Holorifle in Fallout: New Vegas: Dead Money uses the Turok 2 Plasma Rifle sound.
  • 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.
  • Quintet had a habit of recycling the easily recognized sounds from Actraiser ever since they created SoulBlazer. Actraiser itself uses the Level Up sound from the first three Ys games when constructing buildings in Simulation mode. Not surprising since Quintet was founded by former Falcom staff.
  • There's a certain type of electronic cash register that makes the ring pick-up sound effect from the Sonic The Hedgehog series 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 soundtrack to Mortal Kombat: The Movie).
  • In Avatar, the odd, barking "cough" sound made by the dire-horses is identical to the calling sound the raptors make in the first Jurassic Park film (watch in the kitchen, when the raptor calls for its buddy to look for Tim & Lex). Of course, they should sound the same: both are the cough of a male walrus or elephant seal. Some of the thanator's roars seem to be the same as those of the Tyrannosaurus rex, as well. Both films used the same SFX shop.
  • The sound at the beginning of the F.E.A.R. music piece "HLZ Takeover" was later used as the Multiplayer Level Up sound in the Modern Warfare series.
  • F.E.A.R.'s Type 7 Particle Weapon uses the TIE Fighter laser sound from the Star Wars films.
  • The intro of "Another Holiday", a German summer hit by "The Other Ones", is a sound of Frogger, specifically the frog jumping on his mate.
  • Neverwinter Nights 2's soundtrack reuses several songs composed for the original Neverwinter Nights. For example, the background music that plays when you visit the Neverwinter Watch camp at Old Owl Well is spymaster Aarin Gend's theme from the first game.
  • The Future Sound of London's "Room 208" uses the data cassette loading sound from Throbbing Gristle's "IBM".
  • The intro of "Get Over U" by Robots with Rayguns features the Force Beam sound from Quick Man's stage in Mega Man 2.
  • More of an example of "Hey, It's That BGM!", but a 2011 documentary on NBC about the Macy's Thanksgiving Day Parade uses (hilariously enough) the buy/build mode music from The Sims 3 as a musical underscore, almost to the point of Soundtrack Dissonance.
  • Haloid. When Samus Aran moves her energy sword it makes the sound used by a lightsaber in the Star Wars movies.
  • The roars of many Ultra Series monsters are borrowed or modified from those from Toho's kaiju movies, up to and including that of Godzilla himself. Franchise creator Eiji Tsubaraya produced the special effects for the original film, so this makes sense.
    • In Ultraman and Ultraseven, the Science Patrol and Ultra Garrison's telephone uses King Ghidorah's cackling!
  • In K-On!, a piece of background music first heard at the end of the first episode uses the same synth pan pipe sample heard in several musical themes from Super Mario RPG.
  • The "ShipExplodes" sound of Escape Velocity can also be heard in the Acorn Archimedes game Axis.
  • From the anime adaptation of Naruto, Ino's Body Switch Technique makes the same sound as Chise's transformations from Saikano, the same sound also appears in AKIRA as the sound of a hovercraft's searchlight,
  • Porter Robinson's "Language", featured in Forza Horizon, uses the Xbox 360 Achievement Unlocked sound at 2:27.
  • In Ex Machina, the sound made when the key-card activates a door to open is the 'Tejat' sound from the Android Operating System.
  • The sound when you build a prison in SimCity 2000, and the build sound in SimTower, are the same as the door closing sound in Wolfenstein 3-D.
  • "Behind My Smile" by Decoded Feedback, unexpectedly, uses the Casio VL-1 portable keyboard's "Rock 1" rhythm, made famous in Trio's 1982 hit "Da Da Da", as its backing beat. The rhythm also appears slowed-down in "As We Grow Old" by Victoria Celestine, and sped up in "It's OK" by the same artist.
  • Act of War uses the same missile-firing sound for its planes as Top Gun.
  • Treasure Planet: Battle at Procyon: The sound effect for the Harpoon Gun firing is identical to the firing sound of the Ghost's rifle in the original Starcraft.
  • In Star Fox Zero, the Mother Strider boss emits the Distress Pulser beep from Fallout 4 when it's about to regenerate its legs.
  • Natsume's Final Mission, AKA SCAT: Special Cybernetic Attack Team, uses many sounds from Konami's NES game library, despite not being developed by them.
  • Ash's "Lose Control", featured in the US/PAL version of Gran Turismo 1, begins with a TIE fighter flyby sound.
  • Food Network, on their holiday-themed competitions (like the Holiday Baking Championship and Halloween Wars) use the "Neighborhood" and "Buy Mode" theme music from The Sims 2
  • The Crystal Crawlers in Hollow Knight uses the same crawling sound as the Gold Skultullas in The Legend of Zelda: Ocarina of Time.
  • Several recurring sound effects from Pleasant Goat and Big Big Wolf are also used in Happy Heroes from the same director.
  • The Sports cartridge for the Intec Interact Wii knockoff console uses the main riff of the Italo Disco song "Hey Hey Guy" as its main menu theme.
  • Where in the World Is Carmen Sandiego?'s first season borrowed many sound effects from Double Dare, which host Greg Lee had worked on.
  • The sound that the PreChan Mirror toys from HappinessCharge Pretty Cure! make after everything lights up once a card is inserted was recycled from the Milky Palette toy made for Yes! Pretty Cure 5 GO!GO!.
  • Most Tamagotchi releases from 2004 onward share the same sounds for certain events (hatching and the evolution sound for instance.) However, since the noise when you pull the battery tab, reset the device or replace the battery is now replaced by a short musical jingle and a screen showing text that says "DIGITAL FRIENDS OF THE WORLD" on the color releases beginning with the Tamagotchi iDL, the original activation sound is instead used for the death sequence.
  • At several points in the original Lion King, most noticeably when Mufasa scares off the Hyenas and during the final battle, clips of the MGM lion’s roar can be heard.
  • In the Transformers Film Series, the sound of Optimus Prime’s ion blaster is taken from The Terminator.
  • In Inside Out, one of Boo's cries from the climax of Monsters, Inc. is used in the flashback of Riley crying over dropping her ice cream.
  • In Pathways into Darkness the Skitters' death sound is the Spider Mastermind's roar, trimmed down and at a slightly lower pitch. Said roar is also uttered by the Gyarados in Pokémon Snap.
  • The Super Mario World episode "Mama Luigi" features, of all sounds, the "fart with extra reverb" sound that went memetic in the the late 2010s/early 2020s after Luigi is squished by a Skewer.
  • In Haven (2020), the groan when a Toriko is defeated is one of the zombie death sounds from Doom.
  • Discussed in-universe in Pokémon Strangled Red. In the eponymous hacked game, the Lavender Town theme plays almost nonstop after Miki dies.
  • Mario Golf and Mario Tennis for the Nintendo 64 reuse several sound effects from Super Mario 64, Mario Kart 64, and the original Mario Party.
  • The Kirby series frequently uses the Fairlight CMI's "ARR1" sample in its soundtracks, to a downright memetic degree among fans. The sample was previously a staple of popular music in the '80s, being audible in songs such as "Shout" by Tears for Fears, "Moments in Love" by Art of Noise, "Zoolook" by Jean-Michel Jarre, "Domino" by Genesis, and "Lay Your Hands On Me" by Peter Gabriel (among many, many others).
  • Palkia's cries in Pokémon the Series: Diamond and Pearl are the same ones from Boga, Obi-Wan's reptile steed, in Revenge of the Sith.
  • Given how popular iPhones are, it's common to hear their sounds in other media:
    • The Disney short Get a Horse uses the Marimba ringtone.
    • Inside Out uses the "Popcorn" alert notification for the imaginary boyfriend.
    • In Creed III, the "Opening" ringtone is used.


Video Example(s):


Launched Out by a Spring

When a Mook is 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.

How well does it match the trope?

5 (6 votes)

Example of:

Main / StockSoundEffects

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