<def-root>A physical entity, construed as a point-<fen>Sound_source</fen>, emits a <fen>Sound</fen>. This includes animals and people making noise with their vocal tracts. Sometimes the sound itself is referred to with a nominal expression, in which case it is called the <fen>Sound</fen>. <fen>Manner</fen> expressions may also be relevant in this frame, if they describe properties of the sound as such. A path-schema can be overlaid on the simple noise-making scene, adding a <fen>Location_of_protagonist</fen> and/or a <fen>Path</fen>.
This frame does not cover scenarios where objects create sound by coming into forceful contact with one another or rubbing against each other. Such scenarios are covered by the Impact and Friction frames. The current frame also does not cover cases where an animate Agent or a natural Force or Cause causes a single Source or several Sources (moving or rubbing against each other) to make noise. Such scenarios are covered by the Cause_to_make_noise, Cause_impact, and *Cause_friction frames (the last of which is not yet in FrameNet). Cases where the major emphasis of the portrayed scene is on the motion of a Theme, with sound emission only an accompaniment, are covered by the Motion_noise frame. Likewise, cases where the Sound itself is portrayed as moving through space are not covered in this frame but rather in Sound_movement. Finally, all nouns used to evoke Sounds have been placed in the Sounds frame. We have done this because these nouns do not denote sound emission/production events but only the Sound itself (*The siren's blare occurred right on time).</def-root>
<def-root>The frame element <fen>Sound_source</fen> is assigned to a constituent referring to a physical entity which emits a sound. Such an entity must have an appropriately complex internal structure such that it can create a sound. For example, a machine or some other thing with moving parts can create sound by itself.
<ex><fex name="Sound_source">The wind</fex> <t>howled</t>.</ex>
</def-root>
<def-root>The <fen>Explanation</fen> for the <fen>Sound_source</fen> producing the sound. Generally, this is some external stimulus that prompts the <fen>Sound_source</fen> to make noise.
<ex>The planks above him <t>creaked</t> <fex name="exp"> as Simon hoisted himself inside</fex></ex></def-root>
<def-root>The frame element <fen>Sound</fen> is incorporated in the meaning of the verbs of this frame. Otherwise, this FE is assigned to NPs which actually refer to a sound in the presence of the target. This typically occurs when the target is a verb used as a modifier in its <ment>-ing</ment> form, e.g.:
<ex>The branches made a <t>rattling</t> <fex name="Sound">sound</fex>.</ex>
In this example, the frame element <fen>Sound</fen> is actually expressed by the word <ment>sound</ment>.
Sometimes, <fen>Sound</fen> just occurs as an NP argument of a tensed verb form.
<ex><fex name="Sound">Heavy music</fex> <t>thundered</t> from leather-curtained basements</ex></def-root>
<def-root>Manner expressions may be of lexicographic interest if they describe properties of a sounds as such: <ment>loudly</ment>, <ment>shrilly</ment>, etc.
<ex>Jocelyn <t>sobbed</t> <fex name="Manner">loudly</fex>. </ex></def-root>
<def-root>The location of the <fen>Sound_source</fen> by which the <fen>Sound</fen> is emitted.
<ex> A radio <t>blasted</t> music <fex name="Location_of_protagonist">from the balcony</fex>.</ex></def-root>
<def-root>Degree to which event occurs</def-root>
<def-root>State of the <fen>Sound_source</fen> during the action.
<ex>Cicadas <t>screech</t> <fex name="Depictive">unseen from within</fex></ex></def-root>
<def-root>The noise-making may be prompted by either some outside phenomenon or occurrence, or by an <fen>Internal_cause</fen>, the mental or emotional state of an animate <fen>Sound_source</fen>. <fen>Internal_cause</fen> is expressed in a PP Complement:
<ex>Kim <t>hmmmed</t> <t>and</t> <t>haaed</t> <fex name="Internal_cause">in concentration</fex>.</ex>
<ex>Kim <t>wailed</t> <fex name="Internal_cause">in despair</fex>.</ex></def-root>
<def-root>The <fen>Subregion</fen> is the sulocation of the <fen>Sound_source</fen> from which the sound is emitting.
<ex>Manville <t>whistled</t> <fex name="Sub">through his teeth</fex></ex></def-root>
<def-root><fen>Addressee</fen> identifies the intended audience of an event of making a noise as a communicative signal.
<ex> Our new puppy has taken to <t>growling</t> <fex name="Addressee">at other dogs</fex></ex></def-root>
<def-root>An event in which one or more <fen>Sound_source</fen>s participate and which is accompanied by <fen>Sound</fen>. <ex><fex name="Noisy_event">The conversations</fex> <t>droned</t> on</ex></def-root>
<def-root>The <fen>Path</fen> along which the <fen>Sound</fen> travels away from the <fen>Sound_source</fen>.
<ex>The radio <t>blared</t> <fex name="Path">across the room</fex></ex></def-root>
<def-root>The location of the <fen>Sound_source</fen>. This FE differs from <fen>Location_of_source</fen> only in terms of point of view; the latter FE implies a point of view that is not on the <fen>Sound_source</fen>.
<ex>A bat <t>squeaked</t> <fex name="Place">over our heads</fex>. </ex></def-root>
<def-root>A state or location of the <fen>Sound_source</fen> which contributes to the <fen>Sound_source</fen>'s making noise.
<ex>Leaves <t>crunched</t> <fex name="cir">underfoot</fex></ex></def-root>
<def-root>The time when the <fen>Noisy_event</fen> occurs.
<ex>It's going to <t>beep</t> again <fex name="Time">in two minutes</fex>.</ex></def-root>
<def-root>The number of times the noise-making event takes place.
<ex><fex name="Sound_source">The raven</fex> <t>cawed</t> <fex name="ite">twice</fex> and flew on a short distance, then sat down again in front of her and cawed again twice. </ex></def-root>
<def-root>This FE indicates that the noise-making event is embedded within a series of similar events.</def-root>
Perception
Communication_noise
Friction
Cause_impact
Impact
Sounds
Cause_to_make_noise
Motion_noise
Sound_movement
COD: (of a stream) make a continuous murmur as the water flows over stones.
COD: (of a dog, fox, or seal) give a bark
COD: emit a loud, deep roar, typically in pain or anger.
COD: sound loudly and harshly.
COD: produce loud continuous music or noise.
COD: (of a sheep or goat) make a characteristic weak, wavering cry.
FN: to utter the loud harsh cry characteristic of a donkey
COD: make a continuous murmuring noise.
COD: (of a hen or goose) give a raucous clucking cry.
COD: make a shrill howling or wailing noise.
FN: (for a rook or crow) to utter their characteristic harsh cry
FN: (of a person's teeth) click repeatedly together from cold or fear
FN: make a shrill squeaky sound like that of a young bird
COD: (of a small bird or a grasshopper) utter a short, sharp, high-pitched sound.
COD: laugh quietly or inwardly.
FN: to emit a loud ringing sound
FN: to produce a loud discordant sound when striking against something
FN: make a loud rattling sound
FN: to emit a short, sharp sound
COD: (of a pigeon or dove) make a soft murmuring sound.
COD: expel air from the lungs with a sudden sharp sound.
COD: make a harsh high-pitched sound when being moved or when pressure is applied.
COD: (of a frog or crow) utter a croak.
FN: to hum or sing in a soft, low voice
FN: make a crushing, grinding sound
COD: make a continuous low humming sound.
COD: make a feeble hissing or spluttering sound.
FN: catch one's breath with an open mouth, owing to pain or astonishment
COD: laugh lightly in a nervous, affected, or silly manner.
COD: eat hurriedly and noisily.
COD: make a low or harsh rumbling sound
COD: (of an animal, especially a pig) make a low, short guttural sound.
FN: laugh loudly and boisterously
COD: make a hollow bubbling sound
FN: to utter a harsh, gutteral sound as if trying to clear (plegm from) one's throat
COD: make a sharp sibilant sound as of the letter
FN: (of owls) to make their natural throat noise
COD: make a howling sound.
COD: make a low, steady continuous sound like that of a bee or sing with closed lips.
COD: wail in grief for a dead person or make an eerie wailing sound.
FN: (of a cat) make a characteristic high-pitched crying noise.
COD: cry feebly or querulously.
COD: utter or make a moan.
COD: make the characteristic deep resonant vocal sound of cattle.
COD: (of a horse) utter a neigh.
COD: make a repeated light tapping sound.
COD: ring loudly or in a peal.
FN: to emit a short, high-pitched squeaking sound
FN: to make a splashing sound
FN: produce a quick, hollow, metallic or harsh sound due to being dropped or set down suddenly
FN: to make a short, dull sound, as of an object falling into water without making a splash
COD: (of a cat) make a low continuous vibratory sound expressing contentment.
FN: to utter the characteristic sound of the duck
COD: make a harsh, grating noise.
FN: make a rapid succession of short, sharp knocking or clinking sounds
COD: make or utter a full, deep, prolonged sound as made by a lion, natural force, or engine
COD: make a soft, muffled crackling sound like that caused by the movement of dry leaves or paper.
FN: make a sound as if rubbing against a rough surface.
FN: make a high-pitched, shrill sound
FN: to emit a loud, crunching sound
FN: make a hissing sound as when food is frying or roasting
COD: growl with bared teeth
COD: snigger
COD: give such a laugh.
COD: make such a sound while asleep.
FN: make a noise by inhaling forcefully through a constricted nasal passage.
COD: cry making loud, convulsive gasps.
COD: (of the wind, sea, etc.) make a moaning, whistling, or rushing sound.
COD: (of a bird) make a loud, harsh noise.
COD: make a short, high-pitched sound or cry
COD: to make or utter a long, high-pitched cry or noise
FN: (of a person's heart or pulse) beat or pulsate strongly
FN: make a resounding loud deep noise
FN: to produce a light, clear ringing sound.
COD: to give a short, half-suppressed laugh
COD: (with reference to a bell) sound or cause to sound with a slow, uniform succession of strokes.
FN: make a loud, trumpetlike sound (eg, by blowing one's nose or by elephants making their cries)
COD: make a chirping noise.
COD: (of a bird) make a series of light tremulous sounds.
COD: howl or wail, typically to express grief.
FN: to utter an extended high-pitched cry
FN: to cry or sob softly and intermittently
COD: give or make a whine.
FN: for a horse to make a gentle, high-pitched neighing sound
COD: rustle or murmur softly.
FN: emit or produce a whistle
COD: talk loudly and incessantly.
COD: give a sharp, shrill bark
COD: utter a yelp or yelps.
COD: practise a form of singing or calling marked by rapid alternation between the normal voice and falsetto.
COD: to make a loud wailing cry of pain or distress
COD: make a crackling sound.
COD: make the sounds and movements that express lively amusement and sometimes also derision.
COD: make or cause to make a sharp sound as of a hard object striking another.
FN: make a deep sound, as of a large object falling forcefully into water.
COD: make a long, loud, piercing cry or sound, especially expressing extreme emotion or pain.
FN: make a clear noise, as from a bell.
FN: make a high-pitched electronic noise
FN: to make noises indicating indecision
FN: make a loud, deep sound.
FN: utter a sound characteristic of emotions such as sadness, rage, etc.
FN: to make an object emit phonons of compression and rarefaction.
FN: to emit a loud sound, as that of a goose or a car horn
FN: to produce sounds, as that of a musical instrument
FN: to emit a short, sharp sound