I agree with Matt. The repetition of sound effects can mire a production, be it game or film, in a way that you'd imagine only the regurgitation of visuals could (the same explosion sequence used for two different explosions). There are, however, exceptions. The Wilhelm scream is a great example. http://en.wikipedia.org/wiki/Wilhelm_scream
There is another canned scream that constantly appears, even in videogames. It's used in Eye of the Beholder for the GameBoy Advance, as well as several other games and media. I would love to know the genesis of that particular scream. It's a manly type of scream, almost like an "aargh!".
We more often think of stock footage and stock photos rather than stock sounds, but if you really think about it, stock anything is noticeable after a while.
*************************** Bill Loguidice, Managing Director
Armchair Arcade, Inc.
*************************** Bill Loguidice, Managing Director
Armchair Arcade, Inc.
I agree with Matt. The repetition of sound effects can mire a production, be it game or film, in a way that you'd imagine only the regurgitation of visuals could (the same explosion sequence used for two different explosions). There are, however, exceptions. The Wilhelm scream is a great example. http://en.wikipedia.org/wiki/Wilhelm_scream
There is another canned scream that constantly appears, even in videogames. It's used in Eye of the Beholder for the GameBoy Advance, as well as several other games and media. I would love to know the genesis of that particular scream. It's a manly type of scream, almost like an "aargh!".
We more often think of stock footage and stock photos rather than stock sounds, but if you really think about it, stock anything is noticeable after a while.
***************************
Bill Loguidice, Managing Director
Armchair Arcade, Inc.
***************************
Bill Loguidice, Managing Director
Armchair Arcade, Inc.