The Origin of Wilhelm Scream
What are some of the most iconic sounds in cinema history? Sure two lightsabers clashing or even the suspenseful score of Jaws make that list. However, one sound effect has been used throughout movies of all genres for over fifty years. It is none other than the iconic Wilhelm Scream.
One sound effect that has found a following with many sound editors and observant movie fans is a distinctive scream named Wilhelm. In 1951, the Warner Bros. film "Distant Drums" directed by Raoul Walsh starred Gary Cooper as Captain Quincy Wyatt, who leads a group of soldiers to stop some Seminole Indians from threatening settlers in early 19th Century Florida.
As is usually the case with the making of a movie, the scream for that character was recorded later.
Six short pained screams were recorded in a single take, which was slated "man getting bit by an alligator, and he screams."
The fifth scream was used for the soldier - but the 4th, 5th, and 6th screams recorded in the session were also used earlier in the film when three Indians are shot, one after another, during a raid on a fort.
Some noted Directors have become fans of the Wilhelm and its history, asking for it by name.
In films
Since the late 20th century, the Wilhelm scream had been used in numerous films.
In TV
The Wilhelm scream has made its way into television series, such as The Boys, Maverick, The X-Files...
In video game
Video games have made use of the scream, as it is heard in video games such as Red Dead Redemption (during gunfights)
And other media
The scream can be found in commercials for Dell Computersand the Comcast streaming service.
1951
first appearance in a film
400+
films and television shows
The Wilhelm Scream sound effect is most commonly used when someone is falling from a great height, shot, or thrown from an explosion.
Listen to the scream
What is the future of Wilhelm's cry? We don't know that, but listen to him right now
But wait,
we're not done yet.
it's time to
learn motion
Real time is when the interface object reacts during the interaction.
Not real-time is when the object's animation happens after interacting with it.