Considering how FNAF was going to be Scott's last attempt at game development before calling it quits, he really went all-in for this one game, and you can tell by how well he utilized these stock sound effects.
The most surprising one I learned from sound effects wiki is that the night 5 phone call is a stock sound effect. Because people used to decode what it was saying and think it was talking about the animatronics. Even the official fan verse game "Joy of creation" is named after what the night 5 phone call sounds like decoded, but it's just a stock sound that's not important to the lore at all. That was surprising to me
@Purple Emerald yep, scott just bought some stuff off of sounddogs because they sounded creepy. it's a quote from a book not related to fnaf if I remember.
I'm honestly just confused and impressed on Scott making the entire game a slideshow. First of all, WHY?! Second of all, I'm impressed he rendered thousands of frames just for one game.
1. Making most of the games out of royalty free sound effects isn't cheap, IT IS GENIUS... I mean, he lost about 30-40$ and gained much more and all I can say to that is BIG respect 2. Slide shows.. really... having that much dedication for a game that is made as a revenge for people mocking his previous games is just insane. This man is a definition of grind Btw, great video! Can't wait for part 2!
@@ItHamBoi its possible he already had some sounds lying around from his previous games. or that they were cheaper back when fnaf was made. or yeah maybe he got them through "alternative methods" lol
wow i remember the fnaf 1 night 5 phone call being analysed a lot as it was a backwards excerpt from some book. now i know it was just from the original composer and had nothing to do with fnaf lol
It's probably because low quality sound fits perfectly with the intentional low-quality camera feeds and computer systems. You expect to hear interference, which lower quality gives while higher quality wouldn't.
I will always love how bare bones fnaf is and has been, always using the crustiest stock sounds and seeing the game distort due to it literally being all prerendered flat images/gifs, it's incredible what he was able to utilize and turn into a game. Despite being so simple Scott was able to absolutely kill with the games itself, making every stock sound so iconic. I'll miss the feel his games had and the memories of their teasers and releases, trailers and more. What a wonderful franchise :')
I think Five Nights at Freddy’s 1 stands out on its own as one of the best indie horror games out there, everything was simple then, the gameplay, the characters, even the story was simple, animatronics haunted by murdered children try to kill you, and had sprinkled in lore to get you thinking about who might of done it and why.
@@sylentnote I agree with this Fnaf 6 felt like an end to the story And UCN is just an insight on Afton'ss eternal torture. I love it having both as an ending. They shouldn't have brought Afton back and trashed Vanny in Security Breach.
Had no idea the animatronic scream was a woman finding out she’s pregnant with an alien, not really sure if it’s ruined it for me or not. I love how you can hear the disgust in her voice at first though, that’s pretty funny
I kind of wish I never learned that to be honest, films with that trope viscerally disgust me. Definitely won't be able to look at it the same way again. Ignorance is bliss as they say when it comes to this stuff, if you dive in to the technical stuff of a game too much to the point where you know the source of that wall texture, prop, or sound effect the illusion is just lost forever unless you can somehow forget it.
It’s cool how stock sounds can be used to make something sound unique. Another good example is the sound effects from the original Doom games, which were also taken from a sound effects Library (I believe it was also sound ideas). Theres a video on RUclips that I can’t remember the exact name of that talks about this.
I’ve grown up with fnaf 1 and all the games that came after it just like so many people have, so it’s very cool to learn stuff like this about the franchise. Keep up the great work!
has anyone else ever thought that bonnie's silhouette when you shine the light on him behind the door to be weird looking? ive never been able to comprehend what the shadow is or what im meant to see it as
I don't think anybody here in the comments mentioned this, but the origins of the chicken sounds when Chica is in the kitchen where actually recorded by Scott. There's probably an interview with Scott that talks about that, and i thought you'd mention it. Also, what's FNaF 2's jumpscare origin?
Considering how incredibly distorted it is, it’s probably very difficult to find, unless the origin sound effect had that much distortion on it, in which case it just hasn’t been found yet, or Scott made it himself Edit: Nevermind, it is just two clips from Sounddogs combined
if you happen to do a sequel of this video, here’s a little tidbit I can offer In FNAF 3, it’s alleged that you can hear Springtrap saying ‘help me’ at certain moments in the game when he moves. This of course led to a bunch of theories. However, apparently the sound used by Scott is actually the distorted sound of an alpaca.
The disembodied carousel sound is hands down the scariest thing in the franchise for me, sounds so old and out of place whilst you have no idea where it's coming from and what's causing it, and on top of that it's major and meant to be happy to make this really uneasy contrast
I just want to point out that this low level of sound quality might be intentional, the overall aesthetics of fnaf tend to lean to a early 90's computer graphic aesthetic, fnaf whole shtick is the retro aesthetic, so this might also apply to sound
I thought the same, sure it might be nostalgia but I prefer the in game ambient sounds. Downscaling makes them more mechanical, hollow, which really works for the overall aesthetic. Its decrepit, broken, flawed, the ambience sounds like an old aircon powering up way too loud, unnatural enough to be something else, keeping you on your toes at every new sound.
I actually remember a portion of the FNaF 2 jumpscare sou being in one of the SAW movies. Pretty sure it was also in the 2017 'IT' trailer. Looks like it's a pretty commonly used sound affect in the horror world.
The FNAF 2 jumpscare sound is in Saw 2, right in the opening scene. More specifically, at the moment where it's revealed to the victim that the key to his trap is behind his eye.
Learning that Bjorn Lynne has composed sounds that have been used in the early games and now FNAF+ is honestly pretty cool, makes it feel like it's going full circle
quite surprising to me how no one really appreciates pacing and editing on this video, as it is one of the few fnaf videos that have kept me going through them without me actually being that interested in a theme of it, great job man!!1!
Fnaf will be 10 years old next year Edit: it’s so interesting too that the distorted talk that spawned so many theories was just a royalty free alien sound all this time
@@waterbears9874 The year it was created doesn’t count. It needs to exist for 12 months, and by the time the game turned 12 months old, we were already in 2015.
Hey , as a person who has been in the fnaf coummunity since early 2017 this was really nice , fnaf 1 was one the first games i played , in 2017 the og fnaf 1-4 had run their course and sister location and future fnaf games like fnaf 6 , the fnaf1 sounds always intrigued me this shows how scott put so much effort into his game and the rest is history
Wow, very interesting. Really amazing what Scott did with the sound design of FNAF though and you're right, it is pretty incredible so much was done with so little. 9:00 Also, this is literally the bandwidth of my phone calls as someone who's on a carrier with no VoLTE and has to use 3G and 2G for calls. I'm pretty sure they all run at 8000hz and around 12.2Kb/s. But I will also say if intentional, it is quite smart to do just the vent sounds with 8000hz as they are definitely the kind of sounds you wouldn't notice are actually so low quality.
Honestly I'm fascinated by all of this especially learning very little details of quality differences. It feels like... The lower quality gives off a very specific feel. Oh- Oh that's a very weird horror movie concert.
For a budget, this game really blew up on its release, especially when Markiplier played it. Scott went from this, to being able to afford to make a free roam fnaf game with a collab of companies. A successful man indeed!
This is sick, cant wait for part 3, I actually never knew the origins of these sounds, and would like to know where the 3rd games sound effects came from.
it’s crazy how scott has made so many games, (has had some that people weren’t satisfied with) But after so many years people aren’t discouraged for the next game and are at the edge of their seats waiting for the next game. It’s really capturing what he will make next and the fans have not died down.
There is a virtual instrument included in the software LMMS called "SFXR". The sounds it generates sound extremely similar to sound effects found in FNaF minigames, FNaF 4 cutscenes, and FNaF World. I believe there is also a standalone version of the instrument. The sounds this plugin generates are so close to the FNaF games that I believe there's a good chance that Scott Cawthon actually used SFXR.
Imagine back when these sounds where open source, someone before the game listened to it unintentionally not knowing it would be included in memes, and apart of one of the biggest indie games in HISTORY
Kind of a funny thing. Got roasted for his animatronic like animations in his games but instead of getting too mad he's just like 'You know, when they right they right. Lemme whip up some fnaf real quick'. Some harsh criticism turned into a gigantic franchise, multiple follow up games, a fanverse and a game series that's been around for almost a decade.
I’m so glad someone made a video about this!!! As an artist myself I find it so weird when people say “it’s just criticism” like nah bullying them isn’t criticism
2:29 it would be cool if the sound was stronger on the side which you see the animatronic. for example: when bonnie appears on the left door the sound is louder on the left side, and vice versa for chika when she appears on the right
The low samplerate and files being in mono is to cut down the game's size. It's often done as many audio files with unnecessary detail can quickly size up the project
The term less is more i think fits well with making FNAF’s sound design more frightening and intimidating, the low sound quality i think helps improve upon the eerieness in some way i can’t describe. its why i tend to think older/lower graphical quality horror games like from the PS2 era are more frightening than the high definition graphics of most nowadays horror games, being unable to make out what you are hearing or seeing whatever it is with the lower quality helps the ‘fear of the unknown’ feeling
it's interesting how you listed some of the royalty-free audio prices, and now i'm so curious to find a (rough) estimate of how much money scott spent to make FNAF1. (similar to how paranornal activity only took 15,000 usd to make, whereas it took off and made 193.4 million. i love these turnarounds)
@@CadePlayzRoblox2 That is so flatly wrong lmfao. For example: the Wilhelm scream, arguably the most popular stock sound effect of all time, originated from a movie in '51, and was used in movies (most notably Star Wars) before the 80s. Sound Libraries created by movie studios themselves also emerged in the film industry around the 50s and 60s. No idea where you get your info, but you should read up some more.
@@CadePlayzRoblox2 It was just a really strange claim to make when it's so easy to prove wrong, like you regurgitated the first thing that came to mind without any second thought. Just leaves me asking "why even make the claim at all?"
7:00 They probably deleted it because of all these obssessed fans saying it was the FNaF sound, thus flooding the page. The fact the hallway ambience became a meme most likely didn't help either...
AAAH!!!
sorry i got scared
*Jumpscare Warning*
@@buzzcutdaisy boo
OH MY GOD YOU SCARED ME
certified AAAH classic
Considering how FNAF was going to be Scott's last attempt at game development before calling it quits, he really went all-in for this one game, and you can tell by how well he utilized these stock sound effects.
100th like 😊
yeah
nice pfp 😎
278th like 😊
If it was the last, it might as well be the best
The most surprising one I learned from sound effects wiki is that the night 5 phone call is a stock sound effect. Because people used to decode what it was saying and think it was talking about the animatronics. Even the official fan verse game "Joy of creation" is named after what the night 5 phone call sounds like decoded, but it's just a stock sound that's not important to the lore at all. That was surprising to me
Either way, it fits the game lore strangely.
@Purple Emerald yep, scott just bought some stuff off of sounddogs because they sounded creepy. it's a quote from a book not related to fnaf if I remember.
@@bluruckuscrx8124 FNAF is much like COD Zombies in its lore, as 90% of it was inspired by the fans.
yeah the reversed "joy of creation" audio is also heard in the Postal 2 sound files
SAME!!
I'm honestly just confused and impressed on Scott making the entire game a slideshow. First of all, WHY?! Second of all, I'm impressed he rendered thousands of frames just for one game.
He didn't had experience with 3D game engines so his best option was making it in 2D with pre-rendered sprites I guess
Presentation
fnaf wouldnt have been fnaf if it was another 3d unity game. being a slideshow made fnaf the most unique indie horror of its time
nah, that made it unique
What these people said is pretty true, and also clickteam (I think) doesnt have 3d capabilities
Imagine someone makes a fnaf 1 mod that takes the high quality versions of these sounds and puts them in the game
it would be the scariest thing ever man
FNAF 1 remastered
Yea
@@jeremiahsmith7741 that reminds me of the really good fnaf 2 remaster that got cancelled
I was actually experimenting with this a while ago, it completely changes the atmosphere of the game
1. Making most of the games out of royalty free sound effects isn't cheap, IT IS GENIUS... I mean, he lost about 30-40$ and gained much more and all I can say to that is BIG respect
2. Slide shows.. really... having that much dedication for a game that is made as a revenge for people mocking his previous games is just insane. This man is a definition of grind
Btw, great video! Can't wait for part 2!
in an interview he said that the game's budget was around 8 bucks. idk how he got those sounds, but definetely not by buying them
@@ItHamBoi Well played Scotty ;)
@@its1enki true
@@ItHamBoi its possible he already had some sounds lying around from his previous games. or that they were cheaper back when fnaf was made. or yeah maybe he got them through "alternative methods" lol
@@nidgithm yeah that's an option too
5:54 I never thought a human being would be able to scream like that... holy shit...
wow i remember the fnaf 1 night 5 phone call being analysed a lot as it was a backwards excerpt from some book. now i know it was just from the original composer and had nothing to do with fnaf lol
Wait really? LOL
ohhh yeah auto biography of a yogi or something
lol someone made a game with the same name
Yeah it was a video by scruffy if I remember correctly
It’s really crazy how a lot of these sounds are such low hertz even though they sound so high quality.
It's almost like the low hertz make them sound more eerie but not lower quality somehow
It's probably because low quality sound fits perfectly with the intentional low-quality camera feeds and computer systems. You expect to hear interference, which lower quality gives while higher quality wouldn't.
I honestly think the super low fidelity of the sounds makes the game seem even eerier. It fits perfectly with how grimy the rest of the game feels.
Imagine giving birth to an alien in a movie and your scream gets used as the fnaf one jumpscare sound
Fr
I will always love how bare bones fnaf is and has been, always using the crustiest stock sounds and seeing the game distort due to it literally being all prerendered flat images/gifs, it's incredible what he was able to utilize and turn into a game. Despite being so simple Scott was able to absolutely kill with the games itself, making every stock sound so iconic. I'll miss the feel his games had and the memories of their teasers and releases, trailers and more. What a wonderful franchise :')
that is also the inspiration behind fnaf ransomware. weaponizing the jank for horror (or just for funny)
I think Five Nights at Freddy’s 1 stands out on its own as one of the best indie horror games out there, everything was simple then, the gameplay, the characters, even the story was simple, animatronics haunted by murdered children try to kill you, and had sprinkled in lore to get you thinking about who might of done it and why.
Exactly now there’s glitchtrap and security breach which screwed everything up. They shouldve stopped at UCN
@@sylentnote I agree with this
Fnaf 6 felt like an end to the story
And UCN is just an insight on Afton'ss eternal torture.
I love it having both as an ending.
They shouldn't have brought Afton back and trashed Vanny in Security Breach.
@@sylentnote isn't UCN non-canon?
@@sylentnote lol i remember when fnaf 4 was being teased and i was like .. he shouldve stopped at fnaf 3 smh. and well look at the franchise now
@@nidgithm why fnaf 3? Just curious
**lady giving birth to alien**
scott: Noted.
Had no idea the animatronic scream was a woman finding out she’s pregnant with an alien, not really sure if it’s ruined it for me or not.
I love how you can hear the disgust in her voice at first though, that’s pretty funny
I thought the sound was her giving birth to the alien?
I kind of wish I never learned that to be honest, films with that trope viscerally disgust me. Definitely won't be able to look at it the same way again.
Ignorance is bliss as they say when it comes to this stuff, if you dive in to the technical stuff of a game too much to the point where you know the source of that wall texture, prop, or sound effect the illusion is just lost forever unless you can somehow forget it.
nice
I actually didn't see that one coming
@@peytonblack9050it is
It’s cool how stock sounds can be used to make something sound unique. Another good example is the sound effects from the original Doom games, which were also taken from a sound effects Library (I believe it was also sound ideas). Theres a video on RUclips that I can’t remember the exact name of that talks about this.
It's decino.
yup decino was the one who inspired me to come here especially after watching the original scream that the fnaf 1 scream is edited from
I’ve grown up with fnaf 1 and all the games that came after it just like so many people have, so it’s very cool to learn stuff like this about the franchise. Keep up the great work!
who knew freddy wasnt actually scaring you but water was breaking
has anyone else ever thought that bonnie's silhouette when you shine the light on him behind the door to be weird looking? ive never been able to comprehend what the shadow is or what im meant to see it as
I think it's his ears, but yeah, looks odd.
Yes
It's his ears with the reflection of the window.
Looks like a skull
i dont know why, but i always saw it as the light forming two legs.
6:03 so THAT'S why the scream sounds like a kid. Man, we were all wrong about that lore, weren't we XD
I don't think anybody here in the comments mentioned this, but the origins of the chicken sounds when Chica is in the kitchen where actually recorded by Scott. There's probably an interview with Scott that talks about that, and i thought you'd mention it.
Also, what's FNaF 2's jumpscare origin?
they literally said
Considering how incredibly distorted it is, it’s probably very difficult to find, unless the origin sound effect had that much distortion on it, in which case it just hasn’t been found yet, or Scott made it himself
Edit: Nevermind, it is just two clips from Sounddogs combined
The Jumpscare Sound are 2 Soundeffects from Sounddogs combined into one
@@esprero what
the scream jumpscare is from saw
the way you visualize the quality differences in this video are so cool, thanks for putting in the effort to make such quality videos
5:53 Man, i've been wondering about this ! I never knew the origin of the scream ! Thank you for uncovering the truth bro ! Now we know !
if you happen to do a sequel of this video, here’s a little tidbit I can offer
In FNAF 3, it’s alleged that you can hear Springtrap saying ‘help me’ at certain moments in the game when he moves. This of course led to a bunch of theories. However, apparently the sound used by Scott is actually the distorted sound of an alpaca.
Source
@@Simplvy speed up the audio and remove the echo, Scott pitched it down and gave it an echo to make the noises used
@@LennyZestythat is William speaking to his son Michael but Michael probably just like meh 😑
It's actually just the sound of a alpaca I'm not joking
The disembodied carousel sound is hands down the scariest thing in the franchise for me, sounds so old and out of place whilst you have no idea where it's coming from and what's causing it, and on top of that it's major and meant to be happy to make this really uneasy contrast
I love how simple yet effective FNAF 1 & 2 are. Really are slideshows, just with sound.
I just want to point out that this low level of sound quality might be intentional, the overall aesthetics of fnaf tend to lean to a early 90's computer graphic aesthetic, fnaf whole shtick is the retro aesthetic, so this might also apply to sound
I thought the same, sure it might be nostalgia but I prefer the in game ambient sounds. Downscaling makes them more mechanical, hollow, which really works for the overall aesthetic.
Its decrepit, broken, flawed, the ambience sounds like an old aircon powering up way too loud, unnatural enough to be something else, keeping you on your toes at every new sound.
I actually remember a portion of the FNaF 2 jumpscare sou being in one of the SAW movies. Pretty sure it was also in the 2017 'IT' trailer. Looks like it's a pretty commonly used sound affect in the horror world.
The FNAF 2 jumpscare sound is in Saw 2, right in the opening scene. More specifically, at the moment where it's revealed to the victim that the key to his trap is behind his eye.
@@minihalkoja590 Yep, that was the scene I was thinking of.
Oh god the foxy at the end made me jump and hit my head on the metal bottom of my dorm’s top bunk
Learning that Bjorn Lynne has composed sounds that have been used in the early games and now FNAF+ is honestly pretty cool, makes it feel like it's going full circle
quite surprising to me how no one really appreciates pacing and editing on this video, as it is one of the few fnaf videos that have kept me going through them without me actually being that interested in a theme of it, great job man!!1!
This is a prime example of simplicity sometimes being better than detailed
I’m loving this branch of content on this channel, keep it up man! Very interesting history of the sound effects btw
respect for using foxy to not actually jumpscare any of us at 5:28 🙏
Yeah I’m glad that he didn’t scare us at all during the video. Especially somewhere where we would have our guard down like at the end of the video.
Have you sean the end of the video?
Fnaf will be 10 years old next year
Edit: it’s so interesting too that the distorted talk that spawned so many theories was just a royalty free alien sound all this time
and then one day fnaf will be 100 years old, i'm not ready for that but it's not like i need to be because i will be dead
@@shubuman there are federal agents in your walls
*9 years old bruh
@@itshanithehanman5663 next year it will be 10 lol fnaf released 2014
@@waterbears9874 The year it was created doesn’t count. It needs to exist for 12 months, and by the time the game turned 12 months old, we were already in 2015.
There's no way the low quality audio was so much scarier than the high quality version
Imagine screaming in a movie, and many years later you hear your grand children playing a game that has YOUR screaming in it 💀💀💀💀👍👍
Whoever made the woman screaming sound effect must have destroyed their voice.
the whole lot of effort put in fnaf games should be called a really good respect. thanks scott!
Hey , as a person who has been in the fnaf coummunity since early 2017 this was really nice , fnaf 1 was one the first games i played , in 2017 the og fnaf 1-4 had run their course and sister location and future fnaf games like fnaf 6 , the fnaf1 sounds always intrigued me this shows how scott put so much effort into his game and the rest is history
It's funny to note that the Freddy Mask sound effect was actually used in the Venom movie in the scene where Venom fights the swat team
i think that the lower audio quality of the giant hollow tubes sector ambience actually makes it sound more terrifying
i know im 3 months late, but i really like the way you made your mic quality the same frequencies as the sound effects to show the examples
this is truly a video of all time
Wow, very interesting. Really amazing what Scott did with the sound design of FNAF though and you're right, it is pretty incredible so much was done with so little.
9:00 Also, this is literally the bandwidth of my phone calls as someone who's on a carrier with no VoLTE and has to use 3G and 2G for calls. I'm pretty sure they all run at 8000hz and around 12.2Kb/s. But I will also say if intentional, it is quite smart to do just the vent sounds with 8000hz as they are definitely the kind of sounds you wouldn't notice are actually so low quality.
Almost 10 years…. I’ve been a fan of it for almost 10 years.. crazy
Getting to hear the uncompressed danger ambient from FNaF 1 was an absolute trip.
The origin of the jumpscare is now engraved in my memory and i could not be more infuriated. Great vid!
Honestly I'm fascinated by all of this especially learning very little details of quality differences. It feels like... The lower quality gives off a very specific feel.
Oh- Oh that's a very weird horror movie concert.
6:50 i cant take this seriously help im sobbing😭
It’s nice to see him branching out to other games
For a budget, this game really blew up on its release, especially when Markiplier played it. Scott went from this, to being able to afford to make a free roam fnaf game with a collab of companies. A successful man indeed!
I didnt know half of these titles, this was absolutely incredible. Youve earned a new sub!
Scott looked at his hate comments and took them as inspiration. What a champ
Your content remembers me of polygon donut, so i like it. it is a really good way to explain it.
Yo the original quality of that sound changed a LOT. It sounds really good.
3:00 It is MUCH MUCH more ominous and scary.
This is sick, cant wait for part 3, I actually never knew the origins of these sounds, and would like to know where the 3rd games sound effects came from.
it’s crazy how scott has made so many games, (has had some that people weren’t satisfied with) But after so many years people aren’t discouraged for the next game and are at the edge of their seats waiting for the next game. It’s really capturing what he will make next and the fans have not died down.
i cant get enough of these fnaf information / scott cawthon lore videos
Great video bro! Even though I thought there would be more more behind these sounds it’s good to know. Thanks again
There is a virtual instrument included in the software LMMS called "SFXR". The sounds it generates sound extremely similar to sound effects found in FNaF minigames, FNaF 4 cutscenes, and FNaF World. I believe there is also a standalone version of the instrument. The sounds this plugin generates are so close to the FNaF games that I believe there's a good chance that Scott Cawthon actually used SFXR.
Imagine back when these sounds where open source, someone before the game listened to it unintentionally not knowing it would be included in memes, and apart of one of the biggest indie games in HISTORY
Scott's wife: "hey you wanna watch a scary movie me?"
Scott: "Sure!"
Scott, mid movie: "Wait. This scream would be perfect for my horror game"
It's only my theory, but if Scott used this scream, I'm sure, that he payed this company from that movie "Insemnoid" for using this sound. Am I right?
Kind of a funny thing. Got roasted for his animatronic like animations in his games but instead of getting too mad he's just like 'You know, when they right they right. Lemme whip up some fnaf real quick'. Some harsh criticism turned into a gigantic franchise, multiple follow up games, a fanverse and a game series that's been around for almost a decade.
bro imagine being an actor for a horror movie. Then just getting made into the most iconic scream in horror game history
u should totally make more videos about other games like this instead of just entirely focused on roblox! i love watching your different content!
Awesome video, I learned a lot about sound design! Thank you!
Still waiting for part two after 4 months
I’m so glad someone made a video about this!!! As an artist myself I find it so weird when people say “it’s just criticism” like nah bullying them isn’t criticism
2:29 it would be cool if the sound was stronger on the side which you see the animatronic. for example: when bonnie appears on the left door the sound is louder on the left side, and vice versa for chika when she appears on the right
The audio quality being bad actually fits the vibe because its more of a old time game
The low samplerate and files being in mono is to cut down the game's size. It's often done as many audio files with unnecessary detail can quickly size up the project
The FNAF ambience is so memey because it's so low quality.
It really is wonderful.
Memey when out of the game, scary when playing the game
I respect Scott's work in making this amazing video game series.
honestly, the lower sample rate of audio in fnaf is what makes it sound so much better in-game.
Thanks for breaking this all down. Crazy amount of work was in this
I LOVE FNAF
I don’t 😈
@@Dr.Appleboi then why are you here
Probably a bot
Freddy Fazballs
Fnaf kewl (• w•)
3:09 yeah the background song has definitely have to be some variation from Mario and Luigi’s partner in time, more specifically professor elm’s theme
The term less is more i think fits well with making FNAF’s sound design more frightening and intimidating, the low sound quality i think helps improve upon the eerieness in some way i can’t describe.
its why i tend to think older/lower graphical quality horror games like from the PS2 era are more frightening than the high definition graphics of most nowadays horror games, being unable to make out what you are hearing or seeing whatever it is with the lower quality helps the ‘fear of the unknown’ feeling
like that nun massacre game
this is actually a really interesting video and i would love to see more of the games covered on a part 2 of some sort
To be honest, Scott's older games, especially The Desolate Hope, had a lot of quality and charm, and were overall very good games.
Cool
Its amazing how resourceful he was and how well he worked with the toolkit he had, so to speak
5:01 my man straight up became a Half Life 1 scientist
Bro ofc the jumpscare sound is the most replayed
I'm excited for part 2 (if there will be one)
it's interesting how you listed some of the royalty-free audio prices, and now i'm so curious to find a (rough) estimate of how much money scott spent to make FNAF1.
(similar to how paranornal activity only took 15,000 usd to make, whereas it took off and made 193.4 million. i love these turnarounds)
apparently he had 8 dollars to make the game.
Which means he probably had a lot of the audio already bought.
5:41 iirc, someone found that this scream does not originate from this movie and was itself a stock sound that the movie just used.
Stock sounds didn't exist in 1981
@@CadePlayzRoblox2 That is so flatly wrong lmfao.
For example: the Wilhelm scream, arguably the most popular stock sound effect of all time, originated from a movie in '51, and was used in movies (most notably Star Wars) before the 80s.
Sound Libraries created by movie studios themselves also emerged in the film industry around the 50s and 60s.
No idea where you get your info, but you should read up some more.
@@Snavels bruh ok sorry
@@CadePlayzRoblox2 It was just a really strange claim to make when it's so easy to prove wrong, like you regurgitated the first thing that came to mind without any second thought. Just leaves me asking "why even make the claim at all?"
7:00 They probably deleted it because of all these obssessed fans saying it was the FNaF sound, thus flooding the page. The fact the hallway ambience became a meme most likely didn't help either...
Fun Fact: Bjorn Lynne is the composer for the Worms video game series from the first game in 1995 to Worms 4 in the 2000s.
Great video! I wish more of the actual sounds were played though so we can compare them.
9:50 jumpscare warning
1 second late
you should continue this series, i'm not too much of a fan of fnaf but i like good old sound effect origin videos
Huh so the supposed "Autobiography of a yogi" audio and connections were probably unintentional? Interesting
This is so cool, definitely do more of these sound breakdowns
Its also worth mentioning that Mangles static is also a Sounddogs sound. Debunking every single video made about what the static is saying.
Honestly though i feel like the lower quality of the sound effects helps the atmosphere rather than hurt it.
8:07 actually, most of the minigame sounds are probably generated by a software called Sfxr.
I really appreciate breakdown videos like this, it has to take a lot of time and effort.
LOL that bonus clip at the end caught me off guard
i just found you channel today and have been binge watching your vids!! keep up the good work :)
1:19 ah, a fellow Fistful of Frags player. A person of culture I see
Good video, very straight forward and gives alot of info about everything