Game Audio Final Flashcards

1
Q

Spatialization

A

the ability to localize a sound

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2
Q

Motion

A

interactive controller feedback; vibration of the controller

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3
Q

Object

A

anything in the game

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4
Q

Event

A

an action that triggers a sound

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5
Q

Emitter

A

represents the source position of a sound

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6
Q

Listener

A

represents the perspective from which the sound is heard

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7
Q

5 Engines Within a Video Game

A

Game Engine, Graphics Engine, Physics Engine, AI Engine, Sound Engine

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8
Q

3 Audio Playback Mechanisms:

A

Active, Streaming, Pre-Fetching

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9
Q

“Active” playback mechanism definition:

A

audio held in RAM that can be called on and played instantly

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10
Q

“Streaming” playback mechanism definition:

A

audio that plays from the disc / hard drive

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11
Q

“Pre-Fetching” playback mechanism definition:

A

when the leading edge or beginning of the audio file is loaded into RAM, with the remainder played from disk.

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12
Q

Wwise stands for

A

Wave Works Interactive Sound Engine

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13
Q

When we import audio into Wwise it goes into the ______ folder. This folder is within the _________ Folder.

A

Originals, Root Media

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14
Q

Only _____ go into the Sound Bank

A

Events

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15
Q

There are three different types of positioning. First one is ___ which will play the audio exactly how its recorded with the same amount of channels. The second one is ______ and this is when wise will mix and adjust volume. The third is ______ is for spatialize automation for a single triggered sound.

A

2D, 3D Game Defined, 3D User Defined

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16
Q

Two types of folders are

A

Physical and Virtual

17
Q

_____ does not flow through the Actor-Mixer.

A

Audio

18
Q

Actor-Mixer is used for

A

Organization, Master Parameter Control

19
Q

Two types of attenuation:

A

Distance Attenuation, Cone Attenuation

20
Q

_________ is measured in units (generic) and is not optional in 3D.

A

Distance Attenuation

21
Q

Describe Cone Attenuation:

A

Listener degrees off center from the emitter. It is optional

22
Q

_______ is the type of positioning where Wwise will mix and adjust volume of audio

A

3D Game Defined

23
Q

_______ is the type of positioning where audio will play exactly how its recorded, with the same amount of channels

A

2D

24
Q

RTPC stands for

A

Real-Time Parameter Control

25
Q

Triggers are for ____

A

stingers

26
Q

a stinger is a

A

musical cue

27
Q

True or False: A trigger will play the musical cue Tempo / Beat / Measure / Marker accurate.

A

True

28
Q

a State is a…

A

GLOBAL change in audio for the listener

29
Q

a Switch is a…

A

LOCAL change in audio for the listener

30
Q

the 5 windows

A

designer, profiler, soundbank, mixing, schematic

31
Q

import audio

A

shift I

32
Q

project settings

A

shift K