Hey, It's That Sound

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 1 and Half-Life 2, including Team Fortress 2.
 * 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.)
 * 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 Co H - 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.
 * The first No One Lives Forever reused the "objective-updated jingle" from Shogo : Mobile Armor Division, Monolith's previous title.
 * 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 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.
 * Hooktail's roar as it's flying overhead in Chapter 1 of Paper Mario: The Thousand-Year Door is very similar to Rayquaza's ID cry from the third Generation Pokemon games.
 * You could hear the Quake (the first one) explosion sound somewhere in Daikatana.
 * That's actually a pretty common Stock Sound Effect, also heard in the Tomb Raider series and other games.
 * You can also hear one of the tepelorter sounds in Super Mario 64.
 * And the "key" sound effect is also found in GoldenEye.
 * The "ugh" sound from that game when a female character or Mook gets hit also appeared in the Mission Impossible N64 game and Perfect Dark.
 * 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 sound 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 was 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.
 * 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.
 * The 1953 The War of the Worlds film.
 * The Herculoids. Energy weapons sometimes used the sounds of the Martian Heat Ray and Skeleton Beam firing.
 * Scooby Doo Where Are You episode "Spooky Space Kook". The flying UFO used the "electronic rattlesnake" noise from the Heat Ray warming up.
 * This trope can also apply to Game Shows, especially from the same producer:
 * Quite a few sound effects were re-used from Goodson-Todman's 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, 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.
 * Whenever a puzzle on Wheel of Fortune was followed by an extra trivia question (e.g. the category Where Are We?, where the puzzle gave specific clues to a certain place), it was indicated by a chime previously used on the Wink Martindale version of High Rollers (1987-88) whenever someone rolled doubles.
 * 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. Said show also provided the "square reveal" sound on Classic Concentration, which itself also used the same Bonus Round timer beeps as did 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.
 * An alarm clock-type buzzer appears in several game shows and video games.
 * Beakman's World came to like using the sound effects from Scrabble.
 * A ton of times in Scott Pilgrim vs. the World.
 * One of the creatures (either Pronghead or Gyrosprinter) in Alien Planet makes the same sound as an Insane Cancer from Silent Hill 3.
 * 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.
 * Speaking of Kingpin, Xatrix (now known as Gray Matter Interactive at this point) reused few of it's sounds for Return to Castle Wolfenstein.
 * The waterphone sample in the BGM for the Banquet Hall level in Die Hard Trilogy 2 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 1 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 X Files episode "All Things", as well as in SH 3 and 4, and Twisted Metal: Blacks Junkyard ambience.
 * The periodic rasping/snarling sound on the East Southvale streets returns in Silent Hill 3's mall music.
 * Some of the voice grunts when you get hit in Doom 3 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.
 * 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 F.E.A.R.. 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, and the item pickup sound.
 * F/A-18 Hornet uses the "landing gear touchdown" sound from Hellcats, Graphic Simulations' earlier flight sim.
 * Megatron's fusion cannon's ejection sound is the "shrump" sound from various Hanna Barbera cartoons in which 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.
 * Sunsoft's NES games shared many of the same sounds, including the famous PCM bass.
 * Super Smash Bros. has its Homerun Bat (and a couple other attacks) use the sound effect for the most hard hitting blows from Dragonball 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, the source of so much controversy that the sample 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!
 * in My Little Pony Friendship Is Magic there is a very distinctive squee sound that started out as a one off sound Twilight made, but has grown to be the go-to sound for ponies squeeing.
 * 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.
 * 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.
 * The music track Heavy Armor from F.E.A.R. appears to use a sped-up version of the industrial percussion sample used in Flower Crown of Poppy from Silent Hill 3.