WEBVTT
Kind: captions
Language: en

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A fair warning: The following video regards
a horror game, and it will feature some jumpscare

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sounds and overall creepiness.

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{What I Love!}

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[sound of phone ringing]

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Uh, hello?

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Hello hello?

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I’m Scruffy, and today we’ll be talking
about Five Nights at Freddy’s, an indie

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horror game that has shaken up the genre and
become a worldwide phenomenon, starting from

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a single developer with a small budget.

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And in light of that developer, Scott Cawthon,
supporting developers of Five Nights at Freddy’s

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fangames, and also because Halloween is coming
up soon, I’d like to take an analytical

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look at the ways sound made this game so compelling
and spooky.

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I’ll only be touching on the first game
for now, and I won’t be addressing the lore

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of the game much since there are still so
many mysteries about it.

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Now, it’s been plenty established that Five
Nights At Freddy’s is, or was, frightening,

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if you haven’t played it before.

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And small wonder, it capitalizes on a broad
discomfort with animatronics, robots that

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fall right in the uncanny valley: too humanoid
to be a cartoon, but moving too mechanically

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to pass for something living.

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But even more than that, you are trapped in
a single spot, the security office of a pizzeria,

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while these animatronics not only move where
they aren’t supposed to, while you aren’t

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looking, but are coming for you specifically.

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It is a nightmare scenario built off of two
pillars: the absence of information, which

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prevents planning, and the absence of action,
the inability to fight or flee.

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Now if this were actually a nightmare, those
two would perpetuate until we wake up in a

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cold sweat.

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But since this is a game, and there is a win
condition, some of these pillars have to be

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sacrificed to allow the player a chance to
think under pressure and win over their stress.

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And this is where developers like Scott turn
to visual signals and audial clues to dole

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out some control.

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I say “clues” because, while a map of
the pizzeria and camera feeds of the animatronics

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are clearly helpful visuals, it’s more complicated
when it comes to audio.

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Some audio works to your advantage, giving
you information, and some audio works against

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you, muddying information, creating unknowns,
and even contributing to the absence of action

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feeling.

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Let’s break down each of these, starting
with the advantageous audio.

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That is, any audio that helps you form a plan
and figure out how to survive.

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In a scenario with absence of action, you
are desperate for information like this, although

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at first, nothing you hear seems advantageous.

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It all starts out unknown, which is yet more
stressful.

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It’s only after you spend some time in this
environment and listen for patterns, that

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you start to pick up where advantages lie.

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And the sound files of FNaF confirm this line
of thinking: for instance, there are four

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different sound files for pots, pans, and
oven doors clanging about.

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[sound of pots and pans clanging]

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Must be important, especially when you can
hear these sounds even without using the camera

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system.

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Initially this sound is a stressor, but eventually
you can pick up that the sound is louder when

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you look at the kitchen camera, which only
has an audio feed.

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And then you pick up that Chica, the chicken
animatronic, is nowhere else to be found.

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So, all along, this sound was actually trying
to help you understand that Chica is currently

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in the kitchen, and going forward, you can
determine that without using the camera, saving

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you some power.

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Not every advantage in the game has an audio
clue, but the ones that do are well designed.

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Another one you’ll hear is Freddy’s voice
whenever he moves to a new room.

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There are three versions of this sound.

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[Freddy's voice samples play]

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Again, this can be heard on camera or off,
so initially it sounds like some otherworldly

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threat is just laughing at you.

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But, eventually, with enough camera usage,
you can tie Freddy’s movements to his laughter.

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In fact, Freddy’s difficult to see on camera,
and you’ve got to conserve power anyway,

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so for some players, it could be easier to
count the times Freddy laughs to indicate

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how close he is to the office.

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The audio may be unnerving, but since it forms
a pattern in an otherwise unpredictable environment,

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it’s advantageous.

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Now, there’s other audio that forms patterns,
but doesn’t give you an advantage.

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These are just good ol’ sound effects, scored
directly to what happens on screen.

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There are the sounds of camera feed failing
when an animatronic you’re watching suddenly

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moves...

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[sound of camera failing]

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...there’s the sound of Foxy running down
the hall to indicate you have a very limited

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window of time to save yourself...

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[sound of Foxy running]

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...and the sound of him banging on the door.
[four bangs on the door]

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These sounds are consistent with their actions,
but the player never really picks up help

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from them.

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They’re mainly to immerse you more in the
environment.

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And you’ll notice most of them are diegetic,
that is, most of them are sounds that the

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in-game world would be making.

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There is one sound that doesn’t seem diegetic,
however, and that’s an audio stinger when

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Chica or Bonnie appear right in your doorway.

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That sound is not manufactured by a camera
or machinery, and I don’t think it’s meant

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to come from Bonnie or Chica.

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It’s more of a classic horror music cue
that makes you jump a little more at something

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sudden: a stinger.

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In fact I think it’s extended technique
on a string instrument, slowed down 100%?

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Here it is sped up:

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[violin-esque stinger]

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I’m not sure about that, the little sounds
at the very end remind me of handling a violin,

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but... suffice it to say, it is non-diegetic
music rather than an in-game sound.

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These sounds don’t help or harm you, they
just make the world more real, direct, and intense.

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And now, we get to audio that’s special
for a horror game, audio that’s actively

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trying to scare you, or even working against
the information and actions you have.

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Let’s unpack the different ways audio can
deter you from beating this nightmare.

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First, we have what I’m calling “muddied”
information, audio that isn’t clear or that

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blocks other audio signals.

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For instance, the cameras make haphazard static
noises when they experience interference,

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or when you can hear one panning back and
forth.

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[sound of camera interference]

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The little bit of audio coming from camera
feed is also garbled, you know, it’s put

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through a couple of audio filters to simulate
a poor transmission of sound energy.

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So all in all you hear very little straight
from the source.

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Plus, there are other sounds getting in the
way.

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The loudest distraction by design is the fan
in your office.

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This remains on for the entire night, buzzing
incessantly.

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And here, let me clarify something: I mentioned
in a previous video about Animal Crossing:

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New Horizons that having some nonzero sound
ambience actually makes an environment calmer

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than one with total silence.

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However, if that ambience is loud enough that
it’s harder to pick up audio patterns that

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matter more, it can become stressful all over
again.

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The fan does quiet down when you’re focusing
on the camera, but that’s using up power.

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So there’s definitely an exchange of sacrifices
between you and the game here.

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The more information you are allowed, the
more power you use up.

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And the more you conserve your power, the
more information is obfuscated behind filters,

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distance, and noise.

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And then here is the truly devious part: Hidden
beneath the noise of that blaring desk fan

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are not only the sounds that impart information,
but other sounds that don’t, and are either

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meant to confuse you or just scare you more.

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Sounds like this strange swirling noise.

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[menacing drone sound]

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Doesn’t really signify anything other than…
a creepy atmosphere that can’t be identified.

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Same with these even subtler noises.

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[subtler, unsettling room tone]

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They’re just barely audible under the fan,
but this sound in particular is resonant enough

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that you can discern it.

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Your ear just can’t make out any details,
and thus it’s another potential stressor.

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This time though, you don’t pick up any
pattern or advantage from it; it’s just

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sometimes there, conveying some vaguely metallic
sound far in the distance.

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Other red herrings fit a bit more specifically
in the location of a children’s pizzeria.

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Sometimes you’ll hear this room recording
of a pipe organ, internally called “circus.”

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["circus" plays]

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A festive little jingle like this feels at
home in a kids’ pizzeria or an arcade, although

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it’s juxtaposed with the nightmarish scenario.

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And once again it’s not giving you any real
information, it’s just getting you that

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much more stressed.

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Same with the song Foxy will occasionally
sing, internally called “pirate song2.”

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["pirate song2" plays]

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You can hear both of that and "circus" anywhere
in the game, and this one specifically can

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be traced to Foxy’s stage, but it doesn’t
signal anything about Foxy’s erratic behavior.

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It’s misleading clues mixed in with the
legitimate ones.

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One more misleading clue interestingly begins
as a legitimate one.

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At the start of each night, you receive a
previously recorded phone call from another

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employee, who has been dubbed “Phone Guy.”

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His call on the first night sets the scene,
tells you how you’re in danger, and what

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actions you have to keep animatronics at bay.

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He keeps things vague partly because he doesn’t
know all there is to know about animatronics,

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and partly because he’s skating around the
suggestion of mortal peril to try and keep

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you from quitting.

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But as the nights progress, you realize that
the animatronics will start moving even while

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this call goes on, and the call itself gives
you less and less advantageous information

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after Night 1.

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Instead Phone Guy sometimes opts to deepen
the lore of the game, and sometimes gives

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you suggestions that aren’t actually helpful.

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For example, during Night 3, he advises the
player to sit still and try to play dead once

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Freddy is outside the office, yet doing so
actually has no effect.

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These phone calls become serious red herrings.

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They directly speak distracting information
to you, and the sound of the phone call interrupts

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other important sounds, like Freddy laughing.

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What initially seems like your only lifeline
in this scenario has become yet another problem.

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Now, the last category of detrimental audio
isn’t necessarily messing with your ability

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to parse other sounds.

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These are sound effects that make you feel
like you’re dealing with a supernatural threat.

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I gave the following sound effects a special
category because they’re a lesson in themselves

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for crafting horror game sounds: the slightest
hint of language in an otherwise corrupted,

00:11:11.430 --> 00:11:12.760
garbled sound.

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It’s like there’s information or threats
hidden in a message to you, but not only is

00:11:17.720 --> 00:11:21.930
the message not in any discernible language,
but it also doesn’t sound like the messenger

00:11:21.930 --> 00:11:23.940
is human at all.

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Scott gives the animatronics in all his games
humanoid sound effects, mainly because they’ve

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been possessed, but also so that the animatronics
can appear to attempt communicating with you.

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And it just comes off as alarming, supernatural
wrath.

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Here’s a sound you’ll hear when Bonnie
or Chica are right at the corner toward your

00:11:41.060 --> 00:11:44.855
office, staring sidelong at you from the camera,
while their heads twitch.

00:11:44.855 --> 00:11:54.960
[menacing, vaguely vocal sound]

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This only happens after Night 3, when you’ve
been with them for a while, so it seems to

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convey the animatronics’ aggression ramping
up.

00:12:02.220 --> 00:12:06.070
But why are they making a sound so reminiscent
of backwards human speech?

00:12:06.070 --> 00:12:07.980
Is there a message encoded in there?

00:12:07.980 --> 00:12:09.790
Why does it sound so off?

00:12:09.790 --> 00:12:14.520
If we players had the time to answer these
questions we ask, we’d figure out that it

00:12:14.520 --> 00:12:19.890
is a recording of a person reading an excerpt
from “Autobiography of a Yogi,” by Paramhansa

00:12:19.890 --> 00:12:25.905
Yogananda, with the formant tuned down, speaking
backwards, sped up artificially, with ringshifting

00:12:25.905 --> 00:12:31.456
applied to electrify the vocals and remove
them further from human vocal cords.

00:12:31.456 --> 00:12:32.456
Ahem.

00:12:32.456 --> 00:12:37.050
Similar to animatronics going in the visual
uncanny valley, sounds like these go in an

00:12:37.050 --> 00:12:41.380
audial uncanny valley, where they’re definitely
closer to language than any other sound in

00:12:41.380 --> 00:12:45.190
this library, but they’re too distorted
for you to recognize who made the words or

00:12:45.190 --> 00:12:46.590
what they mean.

00:12:46.590 --> 00:12:52.640
These vaguely vocal sounds are littered throughout
FNaF1, from quick flickering hallucinations,

00:12:52.640 --> 00:12:57.330
to Night 5’s phone call, which is another
garbled lowered passage from "Autobiography

00:12:57.330 --> 00:13:02.210
of a Yogi," talking about how “marvelous
mechanisms” will make lives easier in future

00:13:02.210 --> 00:13:03.210
generations.

00:13:03.210 --> 00:13:07.710
Freddy’s laughs also count as vaguely vocal
sounds, they are slowed-down versions of a

00:13:07.710 --> 00:13:09.220
child laughing.

00:13:09.220 --> 00:13:16.885
[Freddy's voice plays at the speed it was
recorded, and then slowed down]

00:13:16.885 --> 00:13:22.110
And, if Bonnie or Chica are already in your
office, but you have the camera up to avoid

00:13:22.110 --> 00:13:27.120
them, they’ll make their presence known
with these labored breathing noises.

00:13:27.120 --> 00:13:30.370
[sound of Bonnie exhaling]

00:13:30.370 --> 00:13:34.110
There are four of these sounds, and unlike
most of the sounds in the game, these are

00:13:34.110 --> 00:13:39.890
dry and remarkably close-mic sounds, since
doom is right in front of you at that point.

00:13:39.890 --> 00:13:44.770
And, on that note, let’s talk about more
endgame sounds, beginning with losing the

00:13:44.770 --> 00:13:47.980
game by letting animatronics get into your
office.

00:13:47.980 --> 00:13:52.170
Before you hear any right in front of you,
you might first test the light button to find

00:13:52.170 --> 00:13:53.940
it no longer works.

00:13:53.940 --> 00:13:59.470
Ordinarily the light gives out a harsh electric
hum when you turn it on, and it flickers:

00:13:59.470 --> 00:14:01.860
the sound is not consistent.

00:14:01.860 --> 00:14:05.970
When you first test this light, the sound
and flickering combined immediately demonstrate

00:14:05.970 --> 00:14:07.550
absence of action.

00:14:07.550 --> 00:14:12.589
They make you think, “This shoddy little
lightbulb is my last line of defense?”

00:14:12.589 --> 00:14:17.730
Of course, as it is one of the few actions
you can perform, you immediately miss it and

00:14:17.730 --> 00:14:21.903
tension spikes up when you suddenly hear this
short, curt sound instead.

00:14:21.903 --> 00:14:22.990
[sound of light failing]

00:14:22.990 --> 00:14:26.740
Presuming you can’t hide in the cameras
long enough, you’re about to get the infamous

00:14:26.740 --> 00:14:34.401
Five Nights at Freddy’s jumpscare, the sound
for which I’ll be playing in 3, 2, 1...

00:14:34.401 --> 00:14:39.999
[JUMPSCARE SOUND]

00:14:39.999 --> 00:14:41.143
...Yeah.

00:14:41.143 --> 00:14:45.649
It’s pretty well-known at this point that
this is a cut-off, overdriven sound of a child

00:14:45.649 --> 00:14:46.280
yelling*,

00:14:46.280 --> 00:14:51.420
(Editor's note: incorrect, it's a woman's scream from Inseminoid
(1981))

00:14:51.420 --> 00:14:56.180
which fits the lore behind the game and, again,
is just vocal enough.

00:14:56.180 --> 00:15:01.190
If you’re unlucky enough to encounter Golden
Freddy, this sound is slowed down 100%.

00:15:01.190 --> 00:15:04.416
[Golden Freddy's scream]

00:15:04.416 --> 00:15:10.600
No natural, comforting sounds to be found
there, but it is a big sudden release of tension.

00:15:10.600 --> 00:15:14.190
The difference between that and winning the
game is that, in winning the game, you get

00:15:14.190 --> 00:15:19.550
laudatory sounds of chimes and children
cheering, which are finally close and resonant

00:15:19.550 --> 00:15:22.612
sounds free of heavy distortion and garbling.

00:15:22.612 --> 00:15:26.750
And then, in a twistedly comedic fashion,
those celebratory sounds get truncated by

00:15:26.750 --> 00:15:29.870
silence as the next night begins.

00:15:29.870 --> 00:15:36.120
The final endgame condition is using up all
your power, which shuts everything off with

00:15:36.120 --> 00:15:38.070
this long, descending drone.

00:15:38.070 --> 00:15:42.750
I’d say there is cold comfort here: it’s
a release of tension from checking cameras

00:15:42.750 --> 00:15:48.880
and shutting doors constantly, like, there’s
less information to worry about not having.

00:15:48.880 --> 00:15:54.980
But there’s also total absence of action:
all you can do is wait for whichever comes

00:15:54.980 --> 00:16:00.910
first: Freddy’s blood-curdling scream, or
the jubilant chimes of 6 AM.

00:16:00.910 --> 00:16:05.240
After this first stage of just you and the
drone, we get the second stage, where Freddy

00:16:05.240 --> 00:16:10.930
shows up at the door and plays his tune: the
refrain of an aria commonly called the Toreador

00:16:10.930 --> 00:16:14.420
March from the opera Carmen, by Georges Bizet.

00:16:14.420 --> 00:16:19.649
And played on a music box, once again juxtaposing
the sound of childish play and lullaby with

00:16:19.649 --> 00:16:22.030
impending supernatural death.

00:16:22.030 --> 00:16:27.230
The refrain itself is fitting: it describes
the toreador, the bullfighter who dreams both

00:16:27.230 --> 00:16:31.830
of the bull’s eyes watching them and the
love that awaits them if they succeed.

00:16:31.830 --> 00:16:37.240
Good metaphor for this moment, only to be
cut off again by the final stage: total silence,

00:16:37.240 --> 00:16:38.339
total darkness.

00:16:38.339 --> 00:16:41.388
No more information, no more action,

00:16:41.388 --> 00:16:41.888
no more—

00:16:47.177 --> 00:16:49.302
It’s stressful, right?

00:16:49.302 --> 00:16:53.020
I’m not going to play a jumpscare here,
I’m just showing how a little silence goes

00:16:53.020 --> 00:16:54.100
a long way.

00:16:54.100 --> 00:16:58.920
All of these sounds go a long way: they perform
functions beyond just a scary atmosphere.

00:16:58.920 --> 00:17:03.140
They deal in the information and agency with
which the player controls the game.

00:17:03.140 --> 00:17:08.550
FNAF1 doesn’t solely rely on sounds to create
its atmosphere or to play with the player.

00:17:08.550 --> 00:17:11.030
The sounds are rather a supplement to everything
else.

00:17:11.030 --> 00:17:15.130
The animatronics don’t make any noise on
camera, and they still prove scary enough

00:17:15.130 --> 00:17:19.100
just to look at, especially when they stare
right back at you.

00:17:19.100 --> 00:17:23.800
But then the sounds as they approach the office
enhance the experience, supporting the frightening

00:17:23.800 --> 00:17:27.459
visuals with unsettling and unnatural voices
and noise.

00:17:27.459 --> 00:17:32.240
It’s not the only way to craft a horror
game soundtrack, but it’s a token of playing

00:17:32.240 --> 00:17:34.260
to audio’s strengths.

00:17:34.260 --> 00:17:38.770
And that is how Five Nights at Freddy’s
turns a nightmare into a game.

00:17:38.770 --> 00:17:43.000
I’d like to thank my friend Wolfgang for
helping me put together this script!

00:17:43.000 --> 00:17:45.040
And I’d like to thank my supporters on Patreon.

00:17:45.040 --> 00:17:49.900
If you’d like to vote on the music I arrange,
get behind-the-scenes looks at my productions,

00:17:49.900 --> 00:17:54.430
and join my Discord server, you can become
a patron using the link in the description.

00:17:54.430 --> 00:17:56.887
I would very much appreciate it.

00:17:56.887 --> 00:18:00.770
With that, it’s me, Scruffy, and thank you
very much for watching.

