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Sound (also known as noise) is an element in Candy Crush Saga. It emits when players click the buttons or perform the moves. Duration of sound is less than music.

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  • Sound (also known as noise) is an element in Candy Crush Saga. It emits when players click the buttons or perform the moves. Duration of sound is less than music.
  • In the IGI games, sound is what brings the gameworld to life. Everything from people to weapons to buildings contribute to the sound-scape, including the finely composed Soundtrack. * With every movement and action, the player makes noise. * Enemy guards can be heard walking, talking and preparing their weapons. * During gunbattles, sound is an effective means of tracking enemies. * Weapons have unique reloading and firing noises, as they do in real life. * Interacting with objects such as doors and gates is noisy enough to alert guards
  • Sound is the vibration of matter, as percieved by ears (sense of hearing) in all animals. Sound is also vibrational energy that propagates through matter as a wave.
  • Kategorie:Überarbeitungsbedürftig Sound Bakugans geben Töne von sich. Diese Art von Bakugan besizt ein Batteriefach mit zwei einfachen knopfzellen. Wenn ein solches Bakugan geöffnet wird, gibt es einen Ablauf von Sounds von sich. Auch möglich in kombination mit Aufleuchten. Siehe hierzu Aufleuchten. Kategorie:Spezial-Effekte
  • A Sound is an item that can be played in a Scratch project, available by importing or using from Scratch's sound library. Sounds are played by using the Sound Blocks, which control a sound's volume and so on.
  • Nieodpowiedzialny, żywiołowy i impulsywny. Został Toa Dźwięku i stał się liderem swojej drużyny.
  • For messages describing sounds you may want to read this thorough description of messages starting with "You hear". Over the years there were many attempts to add actual sounds to the game. A moderately successful historical attempt dates back to 2004 and can still be obtained here: YHACS.
  • Many things in Second Life can generate sound: avatars, objects, wind, the UI, etc. Residents can upload sounds from the file menu for 10L$ each and use the sounds in scripts or gestures or even play them directly from their inventory. The source of sounds can be seen by turning on View > Beacons -> Sound Sources, all things that produce sound will then have a yellow beacon that appears when the sound is played. Sound volumes for many different individual things can also be adjusted in Preferences > Audio & Video.
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  • The Sound track is capable of attacking all cogs. However, the attack is not strong enough to handle alone. It is generally better to use with a group of toons, grouping the damage together, which causes a strong damage to all cogs, possibly able to defeat them in one round. One downside to this is that Sound gags will wake up all lured cogs in battle. Though, this could be used to advantage when another toon is willing to use Drop.
  • Sound is a magical effect that produces a disorienting noise in the victim's mind, reducing their ability to concentrate and lowering their chance of successfully casting spells. Although the in-game description states that the effect's magnitude is the reduction in the victim's chance to successfully cast spells, the actual result varies by approximately ± 25% of the effect's magnitude. (For details see Magnitude, below.) Sound is a member of the Illusion school of magic, governed by Personality. Its base Magicka cost is 3 points.
  • Sound is the vibration of matter, as perceived by the sense of hearing.
  • Sound is a vibration or series of pressure waves that travels through a physical medium, such as air. Sound is an example of a longitudinal wave. The speed of sound at sea level is 340.19 m/s.
  • Sound ist ein Videospiel, das auf der The Sarah Jane Adventures Webseite veröffentlicht wurde. Es ist ein Teil des KS2 Bitesize Science Projektes. In diesem lernen die Schüler Mathematik, Englisch und Naturwissenschaften in dem sie Videospiele spielen. Der Erzähler ist Daniel Anthony. Als Belohnung für die Beendigung des Spieles bekommen die Kinder eine Shansheeth Maske.
  • The sound heard by the player can be controlled through the client's options. The player can turn off or on the various types of sound and can adjust the overall volume. Image:Stub.pngArr! This article be a stub. Ye can help YPPedia by [ expanding it].
  • Sound is an Occupation listed under Sound Department.
  • Sound is a form of longitudinal waves. Sound is formed by things vibrating. Sound can't pass through a vacuum, as it requires atoms to pass on the energy.
  • The void HTML <sound /> element specifies an audio file to be played in the background while viewing a document. Authors are urged to provide alternate methods of accessing files referenced by this element if they are important to the content of the page (perhaps by using a hyperlink) due to support only in Mosaic - a browser which is no longer available. Instead, use <a href="/mediawiki/Audio" title="Audio"> <audio></audio></a> or <a href="/mediawiki/Bgsound" title="Bgsound"><bgsound></a>.
  • Sounds are objects that allow Audio assets to be played. From 2009 to early 2013, the majority of audio that could be played using sound was uploaded by ROBLOX administrators as players could not upload their own audio. In late 2013, audio was able to be uploaded by players allowing for a broader plethora of audio to be used in places. Prior to 2009, it was possible to upload sounds unmoderated and without limits. Early 2014, ROBLOX's sound engine was changed so that audio is now more reliable in playback. Playback is nearly guaranteed, even if the audio asset hasn't been preloaded.
  • Sound is one of the eight different element types that reside in Therica as a whole.
  • Some materials reflect and amplify sound while others absorb and dampen it. Insulation can protect one space from noise created in another space. For instance double glazed or insulated windows can reduce the amount of exterior noise that's heard inside. That can be useful for homes in a noisy environment. Some neighborhoods and municipalities have rules about noise levels. The restrictions may be different for night (sleep time) than day times.
  • The sound level is controlled by Applications>Sound & Video>Gnome Alsa.
  • Sounds are a vital part of any ZDoom mod. In CulpWorks, sounds are acquired, then formatted to the WAV format using Audacity. The process is simple: Merge the tracks into a Stereo-to-Mono mixing, then normalize/amplify the sounds, then resample to 11250 Hz. The WAV file is then exported as an Unsigned WAV in 8-bit format, which is very similar to the raw WAV format used in DOOM (but not quite). ZDoom also uses FLACs, but FLACs are bulkier than the WAVs are, ironically.
  • Sound (音, Oto) is the ability exhibited by the Death Scythe Soul Eater in which relates to the manipulation of sound, as the name implies.
  • Image:Sound Object.jpg A sound is an invisible object that is placed into an area to produce a variety of sound effects.
  • Der Server schickt dem Client eine Liste von primären und sekundären Tags für bestimmte Ereignise. Die "primären" werden vom aktuellen Modpack bevorzugt; die zugehörigen Sounds brauchen im Client nicht notwendigerweise vorhanden zu sein. Die "sekundären" Tags sollten sich auf auf Standardsounds beziehen, die in jeder Installation von Freeciv gleich sein sollten. civclient --Sound mysounds.spec In CVS-Versionen sind weder Sounds noch ein specfile enthalten. Soundsets (Sounds und ein specfile) können von [ftp://ftp.freeciv.org/freeciv/contrib/sounds/ ftp://ftp.freeciv.org/freeciv/contrib/sounds/ ]
  • Sound or acoustic energy is a form of energy which propagates through matter and is received by a being or device capable of interpreting it. Its intensity can be measured in decibels, while the pitch of sound is measured in hertz. Sonic disruptors and hypersonic pulses used high-frequency sound to disable or kill a target. (TOS: "A Taste of Armageddon" ; TNG: "Starship Mine" ) The Klingon glob fly was known for a loud buzzing sound. (TNG: "The Outrageous Okona" )
  • The sounds in Doom and Doom II were compiled by Bobby Prince, and in Heretic and Hexen compiled by Kevin Schilder. Many of Doom's sounds are from Sound Ideas' General series sound effects library. The sound support for the Doom engine was programmed by Paul Radek. Because of legal issues regarding his sound library, the original DOS source code could not be distributed freely.
  • Sound is caused by coliding matter resulting in matter vibrating, creating a sequence of pressure wave that propagates through other matter. Sound can ony be heard if it is composed of frequencies within the range of one's hearing and of a level sufficiently strong to be heard. For humans, hearing is normally limited to frequencies between about 20 Hz and 20,000 Hz (20 kHz)[3], although these limits are not definite. The upper limit generally decreases with age. Other species have a different range of hearing. For example, dogs can perceive vibrations higher than 20 kHz, but are deaf to anything below 40 Hz.
  • Sound is full of nose, as can be read in a carefully written manual of Chinese origin. To hear it, either sneeze or tell someone else to do so near the carelessly monitored banana full of shoes beyond the ear of the madman responsible for something. Don't do the latter yourself, lest you be tangled up and stringed along by a malevolent string of hair. ... WAHOOOOOO! NOOOOOOOO! TIME STOP! KAPOW! KAAAAAAAAAAAAAAAAAAAAAANGUS! KANGUS KANGUS KANGUS! WIN! SPLODE! LET'S GO! ADMIN! CHEESE! WEREWOLF! MONKEYDONKEY!
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