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* There's a distinct [[https://www.youtube.com/watch?v=piMt6avWdAg pair of bodyfall sound effects]] that originated from Creator/WarnerBros and got used in their feature films and in many ''WesternAnimation/LooneyTunes'' shorts, and have eventually found their way to other studios, to the point where most people associate these bodyfall sounds with the ''Franchise/{{Peanuts}}'' franchise (most notably when Charlie Brown falls to the ground after Lucy pulls the football away before he can kick it).
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Removed some italics from people's names.


* The Necropolis siren in ''VideoGame/{{Fallout 1}}'' (BZZZZZZURRRRRRRRM!), heard in the OST track [[https://www.youtube.com/watch?v=64ZBkuOJPpY "City of the Dead"]], and later in the soundtracks to ''VideoGame/{{FEAR}}'' [[https://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. Also, both the stock factory alarm and submarine klaxon sounds are used during the Vault 13 door opening cutscene.

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* The Necropolis siren in ''VideoGame/{{Fallout 1}}'' ''VideoGame/Fallout1'' (BZZZZZZURRRRRRRRM!), heard in the OST track [[https://www.youtube.com/watch?v=64ZBkuOJPpY "City of the Dead"]], and later in the soundtracks to ''VideoGame/{{FEAR}}'' [[https://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. Also, both the stock factory alarm and submarine klaxon sounds are used during the Vault 13 door opening cutscene.



* In the 11th Touhou game, ''Subterranean Animism'', every spellcard [[PersonOfMassDestruction Utsuho Reiuji]], a hell raven with the ability to manipulate nuclear fusion, uses, is announced with blaring klaxons and giant nuclear signs along with the word CAUTION! flashing over the screen.

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* In the 11th Touhou game, ''Subterranean Animism'', ''VideoGame/TouhouChireidenSubterraneanAnimism'', every spellcard [[PersonOfMassDestruction Utsuho Reiuji]], a hell raven with the ability to manipulate nuclear fusion, uses, is announced with blaring klaxons and giant nuclear signs along with the word CAUTION! flashing over the screen.



* AudioPlay/BigFinishDoctorWho doesn't seem to have a set of door noises. Just the one.

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* AudioPlay/BigFinishDoctorWho ''AudioPlay/BigFinishDoctorWho'' doesn't seem to have a set of door noises. Just the one.



* Elevators in ''VideoGame/{{Marathon}} 2'', ''VideoGame/QuakeII'', and ''VideoGame/QuakeIV'' use Sound Ideas' "[[https://www.audiomicro.com/electric-hydraulic-machine-industry-royalty-free-stock-music-946615 Electric Hydraulic Machine]]" sound. The "stop" portion of the sample is also used in ''VideoGame/{{Fallout 3}}'' for Liberty Prime's footsteps.

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* Elevators in ''VideoGame/{{Marathon}} 2'', ''VideoGame/QuakeII'', and ''VideoGame/QuakeIV'' use Sound Ideas' "[[https://www.audiomicro.com/electric-hydraulic-machine-industry-royalty-free-stock-music-946615 Electric Hydraulic Machine]]" sound. The "stop" portion of the sample is also used in ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' for Liberty Prime's footsteps.



* ''TheSimpsons'', on a nuclear powerplant.

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* ''TheSimpsons'', ''WesternAnimation/TheSimpsons'', on a nuclear powerplant.



* ''VideoGame/{{Fallout 3}}'' actually calls this one out by name over one of Galaxy News Radio's [=PSA's=]. "Tick-tick-tickity means run yo' ass outta there!"

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* ''VideoGame/{{Fallout 3}}'' ''VideoGame/Fallout3'' actually calls this one out by name over one of Galaxy News Radio's [=PSA's=]. "Tick-tick-tickity means run yo' ass outta there!"



** Heard in several FlashbackEcho and ghostly manifestation sequences in ''VideoGame/{{Metro2033}}'' and ''VideoGame/MetroLastLight''.

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** Heard in several FlashbackEcho and ghostly manifestation sequences in ''VideoGame/{{Metro2033}}'' ''VideoGame/Metro2033'' and ''VideoGame/MetroLastLight''.



* ''VideoGame/SuperSmashBros Melee'' and ''Brawl'' use a stock crowd gasping whenever a player misses grabbing a ledge, or makes a recovery from far offscreen.

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* ''VideoGame/SuperSmashBros Melee'' ''VideoGame/SuperSmashBrosMelee'' and ''Brawl'' ''[[VideoGame/SuperSmashBrosBrawl Brawl]]'' use a stock crowd gasping whenever a player misses grabbing a ledge, or makes a recovery from far offscreen.



* A stock "howling ghost" sample is used in the music tracks [[https://www.youtube.com/watch?v=m8-qcL8BvCE "Veins of Stone"]] from ''VideoGame/{{Halo 2}}'' and [[https://www.youtube.com/watch?v=g1c60c0KoqY "Ganado 4"]] from ''VideoGame/ResidentEvil4''. The latter music also appears to use some of the aforementioned Muslim chant samples. The ghost sound is also used in the [[https://www.youtube.com/watch?v=6x_YwnkBFCk Tombs / Catacombs]] ambience in ''VideoGame/ReturnToCastleWolfenstein'', which contains another stock ghost sample featured in the ''Halo 2'' track [[https://www.youtube.com/watch?v=KuMq2qtM4_E "Infected"]], and in slightly distorted form in ''VideoGame/{{FEAR}}''.

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* A stock "howling ghost" sample is used in the music tracks [[https://www.youtube.com/watch?v=m8-qcL8BvCE "Veins of Stone"]] from ''VideoGame/{{Halo 2}}'' ''VideoGame/Halo2'' and [[https://www.youtube.com/watch?v=g1c60c0KoqY "Ganado 4"]] from ''VideoGame/ResidentEvil4''. The latter music also appears to use some of the aforementioned Muslim chant samples. The ghost sound is also used in the [[https://www.youtube.com/watch?v=6x_YwnkBFCk Tombs / Catacombs]] ambience in ''VideoGame/ReturnToCastleWolfenstein'', which contains another stock ghost sample featured in the ''Halo 2'' track [[https://www.youtube.com/watch?v=KuMq2qtM4_E "Infected"]], and in slightly distorted form in ''VideoGame/{{FEAR}}''.



** If this is the sound that goes "hooray" then it's also heard in ''VideoGame/{{Halo 3}}'' on up when the Grunt/Birthday party skull is turned on.

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** If this is the sound that goes "hooray" then it's also heard in ''VideoGame/{{Halo 3}}'' ''VideoGame/Halo3'' on up when the Grunt/Birthday party skull is turned on.



* ''Creator/MelBlanc'''s hiccups have been used in several later cartoons and sometimes in live action films such as ''Film/{{Gremlins}}'' and ''Film/{{Innerspace}}''.
* Wakko's distinctive belch from ''WesternAnimation/{{Animaniacs}}'' provided by Creator/MauriceLaMarche has been used several times in other productions La Marche has been involved in, including the ''Creator/WillFerrell'' comedy ''Film/{{Elf}}''.

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* ''Creator/MelBlanc'''s Creator/MelBlanc's hiccups have been used in several later cartoons and sometimes in live action films such as ''Film/{{Gremlins}}'' and ''Film/{{Innerspace}}''.
* Wakko's distinctive belch from ''WesternAnimation/{{Animaniacs}}'' provided by Creator/MauriceLaMarche has been used several times in other productions La Marche has been involved in, including the ''Creator/WillFerrell'' Creator/WillFerrell comedy ''Film/{{Elf}}''.



* Virtually EVERY time someone offscreen (or with their back to the viewer) is typing, they use the sound of the SAME computer keyboard, the IBM Model M, largely because it's the only widely known keyboard on which typing is audible across an entire room

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* Virtually EVERY time someone offscreen (or with their back to the viewer) is typing, they use the sound of the SAME computer keyboard, the IBM Model M, largely because it's the only widely known keyboard on which typing is audible across an entire roomroom.



* The "message being displayed in capital letters at the bottom of the screen" sound. Series/{{JAG}} used it all the time, as well as any number of military- or police-based movies and TV series.

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* The "message being displayed in capital letters at the bottom of the screen" sound. Series/{{JAG}} ''Series/{{JAG}}'' used it all the time, as well as any number of military- or police-based movies and TV series.



* There's a "Charging" sound, heard in ''Film/{{Ghostbusters 1984}}'' and a ton of Anime.

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* There's a "Charging" sound, heard in ''Film/{{Ghostbusters 1984}}'' ''Film/Ghostbusters1984'' and a ton of Anime.



* The shimmering sound heard at many points in ''VideoGame/HaloCombatEvolved'' and ''VideoGame/{{Halo 2}}'' (first heard at the beginning of [[https://www.youtube.com/watch?v=2VQPFpIjz18 Truth & Reconciliation Suite]] on the OST), as well as parts of the ''VideoGame/{{FEAR}}'' series, such as the "[[https://www.youtube.com/watch?v=U1qTEoWarsY Docks Ambient]]" BGM.

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* The shimmering sound heard at many points in ''VideoGame/HaloCombatEvolved'' and ''VideoGame/{{Halo 2}}'' ''VideoGame/Halo2'' (first heard at the beginning of [[https://www.youtube.com/watch?v=2VQPFpIjz18 Truth & Reconciliation Suite]] on the OST), as well as parts of the ''VideoGame/{{FEAR}}'' series, such as the "[[https://www.youtube.com/watch?v=U1qTEoWarsY Docks Ambient]]" BGM.



* The teleportation sounds ("MAGICAL ZIP 01" and "MAGICAL ZAP 06" from The General Series 6000) and the Shambler's lightning sound ("Magical Zap 01") in ''VideoGame/{{Quake I}}''. At least two of them also appear in VideoGame/HotelMario: one when Mario goes up the warp pipe in the cutscene, and another when Peach disappears after completing the 4th Hotel.

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* The teleportation sounds ("MAGICAL ZIP 01" and "MAGICAL ZAP 06" from The General Series 6000) and the Shambler's lightning sound ("Magical Zap 01") in ''VideoGame/{{Quake I}}''.''VideoGame/QuakeI''. At least two of them also appear in VideoGame/HotelMario: one when Mario goes up the warp pipe in the cutscene, and another when Peach disappears after completing the 4th Hotel.



* In ''VideoGame/MaxPayne 3'', one of the Stadium [[https://www.youtube.com/watch?v=nlkKsWSMTc0 ambient tracks]] has what sounds like a distorted subway or light rail bell sound.

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* In ''VideoGame/MaxPayne 3'', ''VideoGame/MaxPayne3'', one of the Stadium [[https://www.youtube.com/watch?v=nlkKsWSMTc0 ambient tracks]] has what sounds like a distorted subway or light rail bell sound.



* Similar to the above, the sound of the AT-Stabber cannon firing in ''[[{{VideoGame/Battlezone1998}} Battlezone]]'' is the sound of a moderately distant explosion. It's even featured as an ambient sound in the above game during the uprising in City 17.

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* Similar to the above, the sound of the AT-Stabber cannon firing in ''[[{{VideoGame/Battlezone1998}} ''[[VideoGame/Battlezone1998 Battlezone]]'' is the sound of a moderately distant explosion. It's even featured as an ambient sound in the above game during the uprising in City 17.



* ''Civilization 2'' has quite a few of these. Including the "swordfight" and "cannon" sounds that tends to show up a lot. Also the "bugle call" sound that dragoons and cavalry make. ("Ta-ta-ta-ta-ta-ta-ta-ta-raaaaa"

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* ''Civilization ''VideoGame/{{Civilization}} 2'' has quite a few of these. Including the "swordfight" and "cannon" sounds that tends to show up a lot. Also the "bugle call" sound that dragoons and cavalry make. ("Ta-ta-ta-ta-ta-ta-ta-ta-raaaaa"



* Doom and Doom II's pistol sound is used in Marathon 2: Durandal and in the Operation Overlord battle ambience in Unreal Tournament. An variation is heard in Die Hard Trilogy and Fox Hunt.

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* Doom ''VideoGame/{{Doom}}'' and Doom II's ''VideoGame/DoomII's'' pistol sound is used in Marathon ''VideoGame/{{Marathon}} 2: Durandal Durandal'' and in the Operation Overlord battle ambience in Unreal Tournament. An ''VideoGame/UnrealTournament''. A variation is heard in Die ''Die Hard Trilogy Trilogy'' and Fox Hunt.''Fox Hunt''.



* It's hard to describe, being so short and easy-to-miss, but there's a very peculiar sound of a man grunting, "UH!" that's been used numerous times. Magazine/{{MAD}} uses it a lot, especially in their parody of WesternAnimation/HowTheGrinchStoleChristmas

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* It's hard to describe, being so short and easy-to-miss, but there's a very peculiar sound of a man grunting, "UH!" that's been used numerous times. Magazine/{{MAD}} uses it a lot, especially in their parody of WesternAnimation/HowTheGrinchStoleChristmas''WesternAnimation/HowTheGrinchStoleChristmas''.
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* The [[http://www.hollywoodlostandfound.net/sounds/uniphone.wav Universal Studios telephone ring]] -- Used in many older works. Sound engineers don't use it anymore because of a noticeable warble in the recording. This sound to be exact is the ringer of a Bell telephone Model 500 rotary phone, at one time the most commonly seen and used phone in America.

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* The [[http://www.hollywoodlostandfound.net/sounds/uniphone.wav Universal Studios telephone ring]] -- Used in many older works. Sound engineers don't use it anymore because of a noticeable warble in the recording. This sound to be exact is the ringer of a Bell Western Electric telephone Model 500 rotary phone, at one time the most commonly seen and used phone in America.
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* The [[http://www.hollywoodlostandfound.net/sounds/uniphone.wav Universal Studios telephone ring]] -- Used in many older works. Sound engineers don't use it anymore because of a noticeable warble in the recording. This sound to be exact is the ringer of a Bell telephone Model 500 rotary phone, at onbe time the most commonly seen and used phone in America.

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* The [[http://www.hollywoodlostandfound.net/sounds/uniphone.wav Universal Studios telephone ring]] -- Used in many older works. Sound engineers don't use it anymore because of a noticeable warble in the recording. This sound to be exact is the ringer of a Bell telephone Model 500 rotary phone, at onbe one time the most commonly seen and used phone in America.

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* The [[http://www.hollywoodlostandfound.net/sounds/uniphone.wav Universal Studios telephone ring]] -- Used in many older works. Sound engineers don't use it anymore because of a noticeable warble in the recording.

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* The [[http://www.hollywoodlostandfound.net/sounds/uniphone.wav Universal Studios telephone ring]] -- Used in many older works. Sound engineers don't use it anymore because of a noticeable warble in the recording. This sound to be exact is the ringer of a Bell telephone Model 500 rotary phone, at onbe time the most commonly seen and used phone in America.



** Many cash registers will make the "ding, click" of the final transaction total apperaing on a display combined with the sound of the cash drawer opening.



** 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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** 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 exaggerated 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.silent.
* Printers often use the sound of a dot-matrix style printer that would have been used in the late 80s and early 90s.
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* Electric operators for garage doors pretty much always have the sound of a Stanley garage door operator from the eraly 80s.

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* Electric operators for garage doors have a range of motor sounds that vary based on the brand and age of unit, but pretty much all fictional ones always have the sound of a Stanley garage door operator from the eraly early 80s.

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* The very generic "plonky" sounding stock music that is often used by online videos that were made with minimal effort, and in more extreme cases has been used to overdub copyrighted music livestreamed on sites like YouTube or Twitch.

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* The very generic "plonky" sounding stock music that is often used by online videos that were made with minimal effort, and in more extreme cases has been used to overdub copyrighted music livestreamed on sites like YouTube =[YouTube]= or Twitch.


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* Electric operators for garage doors pretty much always have the sound of a Stanley garage door operator from the eraly 80s.
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[[AC:Web Video]]
* The very generic "plonky" sounding stock music that is often used by online videos that were made with minimal effort, and in more extreme cases has been used to overdub copyrighted music livestreamed on sites like YouTube or Twitch.
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* The music made by an ice cream truck which is typically a chiptune-music box playing a kid-friendly tune such as "Turkey in the Straw" or "The Entertainer". Other times a more traditional "chimy" music box will play the classic Mr. Frosty jingle. The electronic music box that is used is the OMNI-2 music box by Nichols Electronics.

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* The music made by an ice cream truck which is typically truck, commonly called the "Hello Song" it features a chiptune-music kid saying "hello" followed by a cheery chiptune that incorporates sound effects including a blowing whistle, car horn, and a hand clap. Other times the same music box playing a kid-friendly tune will play another common kid friendly song such as "The Entertainer" or "Turkey in the Straw" or "The Entertainer". Straw". Other times ice rceam trucks will have a more traditional "chimy" sounding music box will play which may commonly be heard playing the classic Mr. Frosty jingle. The electronic music box that is used is the OMNI-2 music box by Nichols Electronics.
Softee jingle.
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* A ringing school bell, used most often in American schools to signal the start and end of class periods.
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* The music made by an ice cream truck which is typically a chiptune-music box playing a kid-friendly tune such as "Turkey in the Straw" or "The Entertainer". The actual music box is made by a company called Nichols Electronics. Other times it's a more traditional sounding "chimy" music box playing the classic Mr. Frostee jingle.

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* The music made by an ice cream truck which is typically a chiptune-music box playing a kid-friendly tune such as "Turkey in the Straw" or "The Entertainer". The actual music box is made by a company called Nichols Electronics. Other times it's a more traditional sounding "chimy" music box playing will play the classic Mr. Frostee jingle.
Frosty jingle. The electronic music box that is used is the OMNI-2 music box by Nichols Electronics.
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* The music made by an ice cream truck which is typically a chiptune-music box playing a kid-friendly tune such as "Turkey in the Straw" or "The Entertainer". The actual music box is made by a company called Nichols Electronics. Other times it's a more traditional sounding "chimy" music box playing the classic Mr. Frostee jingle.
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* Breaking wind. More often than not it's rendered as a loud, cartoonish "honk" or drawn-out "blart", where in reality the anus produces a wide range of sounds--or, even, no noise at all.

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* Breaking wind. More often than not it's rendered as a loud, cartoonish "honk" or drawn-out "blart", where in reality the anus produces a wide range of sounds--or, even, no noise at all. Said sounds will also be used for defecation. While it's normal to fart while pooping, the way it's used in media implies that it's the feces themselves that make the sound.
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* Bizarrely, Brown's opening "(W)OW!" from "I Got You" also sees play, sometimes as generic shouts... but more frequently as a component of ''explosion foley''.
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Corrected the other police radio sound effect.


** That, or some other police radio stock sound, was used throughout the ''VideoGame/GrandTheftAuto'' series and in ''VideoGame/SimCity 3000'' when one builds a police station.
** Someone has been compiling a list of occurrences of this sound effect on [[https://www.youtube.com/watch?v=dklA4-ACN4k YouTube]]. Apparently ''Law & Order'' and ''The X-Files'' are indeed repeat offenders.

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** That, or some other Another police radio stock sound, was used throughout the early ''VideoGame/GrandTheftAuto'' series and in ''VideoGame/SimCity 3000'' when one builds a police station.
games, excluding the London expansion packs. [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_RADIO,_POLICE_-_NEW_YORK_CITY_POLICE_RADIO_CALLS Can be listened to here.]]
** Someone has been compiling a list of occurrences of this the above-mentioned police radio sound effect on [[https://www.youtube.com/watch?v=dklA4-ACN4k YouTube]]. Apparently ''Law & Order'' and ''The X-Files'' are indeed repeat offenders.
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Tyrannosaurus Rex is now a disambiguation, deleting/replacing wicks as appropriate


* ''Franchise/JurassicPark'' actually came up with the brilliant idea of taking multiple stock sound effects of various animals and mixing them together to create the roars of dinosaurs. The sounds would be inputted into a keyboard, where the Sound Effects team would "play" for individual scenes. [[http://en.wikipedia.org/wiki/Jurassic_Park_(film)#Dinosaurs_on_screen For example]], ''TyrannosaurusRex's'' roar is a baby elephant mixed with a tiger and an alligator, and its breath is a whale's blow. No wonder it had won an Award for Best Sound Mixing! Unfortunately, this would cause many to use these sounds for their own dinosaurs...

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* ''Franchise/JurassicPark'' actually came up with the brilliant idea of taking multiple stock sound effects of various animals and mixing them together to create the roars of dinosaurs. The sounds would be inputted into a keyboard, where the Sound Effects team would "play" for individual scenes. [[http://en.wikipedia.org/wiki/Jurassic_Park_(film)#Dinosaurs_on_screen For example]], ''TyrannosaurusRex's'' ''UsefulNotes/TyrannosaurusRex's'' roar is a baby elephant mixed with a tiger and an alligator, and its breath is a whale's blow. No wonder it had won an Award for Best Sound Mixing! Unfortunately, this would cause many to use these sounds for their own dinosaurs...
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* The Sparklies -- A sort of light tinkling noise heard whenever sparkles are present.

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* The Sparklies -- A a sort of light tinkling noise heard whenever sparkles are present.



** Originated in 1930s radio ads for [[http://en.wikipedia.org/wiki/Lifebuoy_%28soap%29 Lifebuoy soap]]; they prominently featured a stentorian cry of "B.O.!", in the tone of a foghorn, to evoke the soap's protection ("B.O." was a euphemistic abbreviation for "body odor"). In addition, seaports can stink of rotting fish, among other things, and the foghorn also evokes that smell.
** The sound is also reminiscent of flatus sounds, without running afoul of censors. A common gag later arose from its resemblance to the colloquial [[https://en.wiktionary.org/wiki/pee-ew pee-ew]] (also splled peeyoo or P.U.).

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** Originated in 1930s radio ads for [[http://en.wikipedia.org/wiki/Lifebuoy_%28soap%29 Lifebuoy soap]]; they prominently featured a stentorian cry of "B.O.!", in the tone of a foghorn, to evoke the soap's protection ("B.O." was a euphemistic abbreviation for "body odor"). In addition, seaports can stink of rotting fish, among other things, and thus the foghorn also evokes that smell.
** The sound is also reminiscent of flatus sounds, without running afoul of censors. A common gag later arose from its resemblance to the colloquial [[https://en.wiktionary.org/wiki/pee-ew pee-ew]] (also splled spelled peeyoo or P.U.).

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* The [[http://www.madnessmansion.com/sounds/foghorn.wav foghorn]] -- Inexplicably used for stinky objects.
** Possibly because it is a way to refer to flatus sounds without running afoul of censors.
** Another possibility is the fact that sea ports can stink of rotting fish among other things, and the foghorn is meant to evoke that smell.
** Originated in 1930s radio ads for [[http://en.wikipedia.org/wiki/Lifebuoy_%28soap%29 Lifebuoy soap]]; they prominently featured a stentorian cry of "B.O.!", in the tone of a foghorn, to evoke the soap's protection ("B.O." was a euphemistic abbreviation for "body odor").

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* The [[http://www.madnessmansion.com/sounds/foghorn.wav foghorn]] -- Inexplicably used for stinky objects.
** Possibly because it is a way to refer to flatus sounds without running afoul of censors.
** Another possibility is the fact that sea ports can stink of rotting fish among other things, and the foghorn is meant to evoke that smell.
** Originated in 1930s radio ads for [[http://en.wikipedia.org/wiki/Lifebuoy_%28soap%29 Lifebuoy soap]]; they prominently featured a stentorian cry of "B.O.!", in the tone of a foghorn, to evoke the soap's protection ("B.O." was a euphemistic abbreviation for "body odor"). In addition, seaports can stink of rotting fish, among other things, and the foghorn also evokes that smell.
** The sound is also reminiscent of flatus sounds, without running afoul of censors. A common gag later arose from its resemblance to the colloquial [[https://en.wiktionary.org/wiki/pee-ew pee-ew]] (also splled peeyoo or P.U.).

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** The Wolf Films logo.



* The Sesame Workshop laugh.


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* The There's another popular stock sound of kids laughing like the "Diddy laugh", which can be heard in the [[https://www.youtube.com/watch?v=kHnq3ltS2Pg Sesame Workshop laugh.

logo]].

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* The [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch/splat]] sound used in Creator/{{Bungie}}'s ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile impacts, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap. A slightly pitched-up variation of the former sample may have been used for [[https://youtu.be/b26fLAiwiZQ?t=54s zombie decapitations]] in the early ''Franchise/ResidentEvil'' games.


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* The [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch/splat]] sound used in Creator/{{Bungie}}'s ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile impacts, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap. A slightly pitched-up variation of the former sample may have been was used for [[https://youtu.be/b26fLAiwiZQ?t=54s zombie decapitations]] in the early ''Franchise/ResidentEvil'' games.

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* The ''VideoGame/{{Doom}}'' explosion sound, and the Imp fireball throwing sound, which is used for certain [=BLEVE=] explosions on TV, as is the aformentioned Icon of Sin sound.

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* The ''VideoGame/{{Doom}}'' explosion sound, sound (Large explosion 06), and the Imp fireball throwing sound, sound (Magical swish 01), the latter of which is used ''Videogame/{{Marathon}} 2'' also uses in shortened form for certain [=BLEVE=] explosions on TV, as is the aformentioned Icon of Sin sound.Pfhor [[AttackDrone defense drone]] shots.
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* The [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch/splat]] sound used in Creator/{{Bungie}}'s ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile impacts, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap. A slightly pitched-up variation of the former sample may have been used for zombie decapitations in the early ''Franchise/ResidentEvil'' games.


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* The [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch/splat]] sound used in Creator/{{Bungie}}'s ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile impacts, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap. A slightly pitched-up variation of the former sample may have been used for [[https://youtu.be/b26fLAiwiZQ?t=54s zombie decapitations decapitations]] in the early ''Franchise/ResidentEvil'' games.

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* The "[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch/splat]]" sound used in Creator/{{Bungie}}'s ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile impacts, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap.


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* The "[[https://soundeffects.[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch/splat]]" crunch/splat]] sound used in Creator/{{Bungie}}'s ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile impacts, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap.

trap. A slightly pitched-up variation of the former sample may have been used for zombie decapitations in the early ''Franchise/ResidentEvil'' games.

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* The "[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch/splat]]" sound used in ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile impactes, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap.


to:

* The "[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch/splat]]" sound used in Creator/{{Bungie}}'s ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile impactes, impacts, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap.

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* The "[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch]]" sound when a zombie is decapitated in the first three ''Franchise/ResidentEvil'' games (slightly pitched up from the original sample). Also used in ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile splats, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap.


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* The "[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch]]" crunch/splat]]" sound when a zombie is decapitated in the first three ''Franchise/ResidentEvil'' games (slightly pitched up from the original sample). Also used in ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile splats, impactes, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap.

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* The "[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch]]" sound when a zombie is decapitated in the ''Franchise/ResidentEvil'' series. Also used in ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile splats, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap.


to:

* The "[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch]]" sound when a zombie is decapitated in the first three ''Franchise/ResidentEvil'' series.games (slightly pitched up from the original sample). Also used in ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile splats, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound]] when the player gets caught in a crushing platform trap.

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None


* The "[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch]]" sound when a zombie is decapitated in the ''Franchise/ResidentEvil'' series. Also used in ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile splats, respectively. The latter game uses a similar sound when the player gets caught in a crushing platform trap.


to:

* The "[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch]]" sound when a zombie is decapitated in the ''Franchise/ResidentEvil'' series. Also used in ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile splats, respectively. The latter game uses [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_04 a similar sound sound]] when the player gets caught in a crushing platform trap.

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to:

\n* The "[[https://soundeffects.fandom.com/wiki/Sound_Ideas,_HORROR_-_HEAD_CRUNCH,_HUMAN_05 crunch]]" sound when a zombie is decapitated in the ''Franchise/ResidentEvil'' series. Also used in ''VideoGame/PathwaysIntoDarkness'' and ''VideoGame/{{Marathon}} 1'' for Skitter and Wasp projectile splats, respectively. The latter game uses a similar sound when the player gets caught in a crushing platform trap.

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* [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_SQUISH,_SLIME_-_VARIOUS_SLIME_SQUISHES_AND_OOZES,_HORROR "Various Slime Squishes and Oozes"]] from The General Series 6000 appears in ''VideoGame/SilentHill3'', in the Otherworld Hospital's "Bloody Mirror" room.

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* [[https://soundeffects.fandom.com/wiki/Sound_Ideas,_SQUISH,_SLIME_-_VARIOUS_SLIME_SQUISHES_AND_OOZES,_HORROR "Various Slime Squishes and Oozes"]] from The General Series 6000 appears in ''VideoGame/SilentHill3'', in the Otherworld Hospital's [[https://youtu.be/ElS2mnMOrEE "Bloody Mirror" room.room]].
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* The Pinky Demons in ''VideoGame/{{Doom}} 3'' use a [[https://youtu.be/fzuLFeh9THo lion roar]] sound.

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* The [[https://youtu.be/l8R4Ra3OxGc Pinky Demons Demons]] in ''VideoGame/{{Doom}} 3'' use a [[https://youtu.be/fzuLFeh9THo lion roar]] sound.

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