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Cartoon sound effects are some of the most iconic sounds ever made and are instantly recognizable. From the sound of a prolonged high-pitched whistle illustrating Wile E. Coyote falling off of a cliff to the unmistakable BOING of a jump, these sound effects had to start somewhere. The podcast Twenty Thousand Hertz takes a dive into the origins of these classic sounds that have been so iconic, you still hear them in cartoons today.
Featuring 17 sounds and variations of them, this mighty pack has a wealth of exciting screeches, pings, jumps, and whistles that are perfect for sport-based video or mobile games, apps, or retro animations.
The 5 whistle-based sounds in the pack might not sound like much on their own, but once added to a character slipping on a recently polished floor or somebody falling over, a little bit of comedic magic is woven. Perfect for prank videos, animation, or adding a humorous touch to home movies.
The Classic Cartoon Sounds pack contains 3 entirely different elements; Cartoon Rattle, News intro, and War Fanfare. The fun and light-hearted tone of each piece make them ideal as incidental sounds in an animated narrative.
The Female Cartoon Laugh pack contains a selection of high-pitched laugh effects, ranging from friendly to maniacal. While the track has 6 distinctive laugh elements, they can easily be edited together for a more extended laugh sequence.
If you needed to animate a couple of chatting squirrels, you would probably hear this sound effect in your head while doing so. Featuring 9 quirky high-pitched chatterings, these sound effects are ideal for non-verbal characters with a cheeky side.
The Cartoon Pack offers 8 incidental sounds ideal for fun and quirky logo indents, endplates, and transition sound. The twinkling strings and high pitch notes provide a friendly and light-hearted tone.
The classic cartoon wobble is a familiar feeling sound most associated with being hit in the head. The metallic wobble is ideal for the comedic violence seen in vintage cartoons such as Warner Brothers Looney Tunes.
The Muted Trombone Cartoon sound is a classic for underpinning fails, gag reels, and game overs. A classic Whaa Whaa Whaa Whaa sound we are all familiar with gives the audience an audio cue to a comedic failure.
Ideal for games and app sound, the Musical SFX for Cartoon and Game pack includes 4 jazz-style pieces. The rattle-type effects are perfect for action-based sounds when a viewer interacts with the media.
The Cartoon Phrase SFX pack offers three variations on a traditional feeling incidental sound. Featuring a high twinkly sound with extensive brassy notes, these effects have a cheeky and friendly tone.
Featuring three versions at varying speeds, the Funny Cartoon Game Over sound effect is ideal for underpinning failure. Consisting of 6 notes playing down a scale, the brassy sound is a comedy classic.
Adding a sound effect as a punchline or action is a fantastic way to start your sound design. Not only can the right impact of sound provoke an emotive response from your audience, but they can also actually provide a cue for one.
Ambiance plays a vital role in bringing your sound design together, and it is imperative when you are not using a music track. Rather than silence between your sound effects, add ambiance tracks that offer context, such as location-based sounds.
Audio mixing is vital for offering a consistent sound for your audience to follow. When telling a story, the audio is as important as the visuals, so make sure you take the time to mix your audio tracks properly.
Background: Irrelevant sound or speech effect (ISE) affects an individual's serial recall task of visual and auditory presentations. Cartoon soundscape mimics irrelevant sound effect hypothesis. A constant and repeated exposure to cartoons in early childhood should influence children's auditory learning or recall performance.
Data collection and analysis: Pitch Pattern Test (PPT), Duration Pattern Test (DPT), and Corsi-Block working memory apparatus were applied to the participants exposed to cartoons. The data obtained were compared statistically in terms of the groups' performances.
Results: There was a significant difference in PPT (p=.023) and DPT (p=.001) between the cartoon exposed and non-exposed groups. In contrast, there was no significant difference between the two groups in Corsi-Block working memory(p>0.05).
Conclusion: Cartoon soundscape irrelevant sound or speech affects young children's auditory processing skills. The visual-spatial recall follows a different developmental pattern in young children without recoding to phonological aspects. It is predicted that our study findings might help determine the ill effects of cartoons on the auditory and language development process.
Unleash your imagination and breathe life into your cartoons with our incredible Cartoon Sound Effects collection! Dive into a world of boundless creativity as you explore a treasure trove of whimsical laughs, explosive antics, and comedic effects. Whether you're crafting animated shorts, video games, or playful multimedia content, our vast selection of high-quality sound effects will infuse your creations with the perfect dose of fun and charm.
At HookSounds, we understand the importance of a hassle-free creative process. That's why our royalty-free library ensures that your artistic vision can flourish without the worry of copyright issues. With our Cartoon Sound Effects, you have the freedom to make your drawings and animations burst with life, delighting your audience and leaving them in stitches.
Mod replaces every single boss song with something new. Some music form games, others more goofy. Every sound effects is also replaced with mostly stock cartoon effects. Makes everyday souls more goofy.
We had a little re-design fun ourselves, designing sound effects for a childrens cartoon animation. B.O.T & The Beasties using the plugins and sound effects libraries from Ultimate Bundle. Watch the video below then see some tips to consider when creating sound effects for cartoons:
Mark: The beauty and the joy of cartoon animation is that the characters do not have to obey the laws of physics. They also don't have to obey the laws of logic. Therefore, sound doesn't have to obey those laws either.
Mark: My first job in sound was at Hanna-Barbera studios in their sound department. I started as a track reader, which is a subset of sound editing where you're charged with transcribing the recordings of the voices, so that the animators know when to open and close the mouths of the characters [SFX: cartoon dialogue]. That led to subsequent promotions to becoming a sound effects editor in that department at Hanna-Barbera, and an apprenticeship with a number of really amazingly gifted sound editors. Back then, this was 1976. I didn't know anyone who was called a sound designer, but I would argue that everything that we were doing at Hanna-Barbera was every bit as designed as maybe something more profound that was being heard in a motion picture.
In the early days before there was multi-track recording or mixing, you had to perform the sound effects live with the orchestra in one straight pass. So, these sound effects guys had to assemble props, put them in front of microphones and perform anything that they could acoustically, live and in sync with the orchestra.
Mark: Once we divorced ourselves from the need to record live to picture, Treg had this fundamental understanding of how to de-contextualize a sound, how to take the sound of your finger in a coke bottle and make that the sound of the Road Runner tongue flip.
Mark: He learned to be a genius at taking sounds out of one context and placing them in another context. That's what made him so amazing, and when you listen to those Looney Tunes shorts, there isn't a lot of cartoon sound in those. There isn't a lot of comedic sound. It was in his ability to take a sound from somewhere else and put it where it didn't belong, creating this bizarre juxtaposition that made it funny. I don't think there was anybody better than he was at that.
He would never take credit for anything unless I asked him, "Hey, Greg. Where did this come from?" And he said, "Oh, I remember back in '51 when Bill did this one funny scene with Jerry and we needed a funny sound, and we thought it would be good to do this." He was a man that was just thrilled to be a part of the process.
Mark: I think they're unique, at least because of their own merit they're just silly. So many of them even out of the context of the cartoon just sound like that's the silliest thing I've ever heard. But then, within the context of the cartoons and the way that they were used and the life that they brought to those cartoons, they just get better basking in the limelight of the animation.
In the 1960s, Hanna-Barbera started selling their sound library. Other production companies, like Warner Brothers, use these sounds to this day. The popularity of the Hanna-Barbera sound library has given cartoons an almost universal sound-language. But, Mark feels some sounds are overused.
Mark: That running sound was called 'blop gallop.' And again a sound that was I felt overused and I tried to not use it as often as I could. That's illogical, but I tried not to use it as often as possible.
Mark: Oh, that's a classic sound. I have actually used that sound. I did the two Flintstone live action movies, and I did use that in that because that was a sound that Brian Levant, the director and I just loved. We just couldn't avoid using that.
Mark: My favorite was The Jetsons's spaceships, and I never found out what those were made from, I tried to deconstruct them, I asked around the studio if they know who made them and nobody knew, but that sound always brings a smile to my face.
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