Game Sound Design 2 Flashcards

1
Q

Modern game engines are

A

Extremely complicated

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2
Q

Custom game engines are (3)

A

Expensive, Slow, Risky

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3
Q

Middleware works alongside

A

Game engine

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4
Q

What does middleware do?

A

Expands functionality

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5
Q

What can middleware improve on?

A

Game engine functionality

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6
Q

Middleware normally includes (3)

A

Application Programming Interface, UI, Documentation

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7
Q

Two examples of middleware are

A

FMOD and WWise

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8
Q

Sound designer and programmer work together to make

A

parameters

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9
Q

Benefits of Audio Middleware (4)

A
  1. Sound designer has a role
  2. Responsibilities are clear
  3. Less work for dev team
  4. Audio engineer is less dependant on dev team
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10
Q

Functionality of Middleware (10)

A
  1. Define audio behaviour and events
  2. Create adaptive audio scores
  3. Mix in real time
  4. Apply FX in DAW UI
  5. Profiling
  6. Create 3D environments
  7. Generate sound banks
  8. Deploy sound across multiple platforms
  9. Compress audio
  10. Work with different game engines

“Don’t Chase Monsters After Parties; Cats Get Desperate Chasing Weasels.”

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11
Q

FMOD consists of (2)

A

FMOD Studio, API

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12
Q

What does low level API do?

A

Builds audio engines

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13
Q

What language does low level API use?

A

C/C++

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14
Q

Studio API builds a library of code on top of what?

A

Low level API

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15
Q

Studio API uses what concepts from FMOD Studio?

A

Architecture concepts

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16
Q

Studio API allows users to

A

work with higher level code

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17
Q

Studio API uses what language?

A

C/C++

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18
Q

Where is FMOD Studio tool built?

A

On top of FMOD API

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19
Q

What UI does FMOD Studio tool have?

A

DAW like UI

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20
Q

What does FMOD Studio tool help create?

A

Dynamic and responsive audio in game

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21
Q

Events can be (3)

A

triggered, controlled, stopped

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22
Q

What can be layered?

A

Events

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23
Q

Can events be 2D, 3D or both?

A

2D and 3D

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24
Q

3D events use what to locate sounds in game?

A

Spatializer

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25
Q

Tracks, Instruments and Parameters are all classified as

A

Events

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26
Q

Tracks can be thought of as a

A

bus or channel

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27
Q

Tracks contain (4)

A

Markers, timelines, FX chains, and output routing

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28
Q

Trigger regions are represented by

A

Instruments

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29
Q

What are the 7 instrument types?

A
  1. Single
  2. Multi
  3. Scatterer
  4. Programmer
  5. Command
  6. Snapshot
  7. Plugin
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30
Q

“Some Mighty Superheroes Protect City Streets Proudly.”

A
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31
Q

Single instrument plays what when triggered?

A

A single audio file

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32
Q

Multi instrument plays what when triggered?

A

A playlist of audio

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33
Q

Scatterer instrument plays what?

A

Spatial and spawning playlist of audio

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34
Q

What does the snapshot instrument do?

A

Loads preset when triggered

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35
Q

What does programmer instrument allow users to do?

A

Precise control through code

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36
Q

What is programmer instrument good for?

A

Complex dialogue system

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37
Q

What does plugin instrument allow user to do?

A

Create custom sounds

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38
Q

What is plugin instrument good at?

A

Creating generative audio

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39
Q

Banks are a collection of events that can be

A

loaded and unloaded for memory purposes

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40
Q

Banks contain (4)

A

metadata, event data, sample data, and streaming data

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41
Q

What data do banks not include?

A

Profiling data

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42
Q

Are auditory or visual reactions faster?

A

Auditory

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43
Q

What can auditory perception tell us? (6)

A

Where, What, Who, Material, Density, Weight

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44
Q

What is selective attention?

A

the process of picking important information for further processing by the brain

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45
Q

What does focussed attention lead to?

A

Other brain processes like emotions

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46
Q

First person shooters rely on what?

A

Quick sound identification

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47
Q

Racing games rely on?

A

Music

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48
Q

What is multi-sensory attention the concept of?

A

Senses dont work in isolation

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49
Q

Multi-sensory attention is

A

where object is attended to by different senses

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50
Q

Multi-sensory attention affects

A

Cognitive performance

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51
Q

Multi-sensory attention involves

A

decision making

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52
Q

Multi-sensory impacts

A

Gaming experience

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53
Q

What does the brain favour?

A

The more reliable sensory information

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54
Q

What is the consequence of dual sensory processing?

A

McGurk Effect

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55
Q

What is the McGurk effect?

A

BA or FA
Violation of Expectation

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56
Q

Is McGurk effect only limited to audio and vision?

A

No sir

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57
Q

Expectation and emotion depends on (7)

A
  1. Life experiences
  2. Game genre
  3. Current mood
  4. Audio characteristics
  5. Musical cues
  6. Loudness, Brightness, Roughness
  7. Audio Visual congruency

“Life’s Great Moments Add Musical Layers And Connections.”

58
Q

What can violation of expectation affect?

A

Emotion

59
Q

What is synchesis?

A

Fusion of sound and visual content. what is heard merges with what is seen

60
Q

Humans can hear (2)

A

monaurally and binaurally

61
Q

Monotic means

A

hearing from one ear

62
Q

Diotic means

A

Hearing same signal in both ears

63
Q

Dichotic means

A

Hearing different signal in different ear

64
Q

What can be conveyed using HRTF?

A

Direction

65
Q

Jit.phys =

A

Jizz

66
Q

Distance can be conveyed using (3)

A

Direct/Reflection ratio, ray tracing, filtering

67
Q

What is HRTF?

A

How sound is shaped by head, ear, shoulders, etc

68
Q

How to measure HRTF?

A

Mic in ear

69
Q

Disadvantage of HRTF?

A

Time consuming

70
Q

Measurements taken as different angles during HRTF recording capture (3)

A

ITD, ILD, Monaural Spectral Cues

71
Q

Where would you capture HRTF ideally?

A

Anechoic chamber

72
Q

What does HRIR stand for?

A

Head Related Impulse Response

73
Q

How do you calculate HRIR?

A

Inverse FFT of HRTF

74
Q

Why is generic HRTF not the best to use?

A

Timbre varies between person to person

75
Q

How can binaural audio be synthesized?

A

Convolving HRTF with sound source

76
Q

What format is binaural audio stored as?

A

SoFa

77
Q

What does SoFa stand for?

A

Spatially oriented format for acoustics

78
Q

What should you ideally accompany HRTF with in terms of consumer audio?

A

Head tracking

79
Q

HRTF panning con?

A

CPU expensive

80
Q

What sounds shouldn’t be spatialized? (4)

A

Low frequencies, music, narration, character sounds

81
Q

HRTF panners assume that audio is

A

Mono

82
Q

What sounds can’t be spatialized? Why?

A

Pure tones
Can’t be filtered as they only contain one frequency

83
Q

What is ambisonic audio?

A

3D surround sound

84
Q

What are the two stages of ambisonics?

A

Encoding and decoding

85
Q

What is referred to as A format?

A

Raw recordings

86
Q

What is B format?

A

Encoded positional information

87
Q

How many signals does B format have?

A
  1. W, X, Y, Z
88
Q

W signal refers to

A

Signal equivalent to omnidirectional microphone

89
Q

X, Y, Z signals refer to

A

Signals taken from figure of eight microphones

90
Q

W equation =

A

Signal * ( 1 / SqRoot(2) )

91
Q

X equation =

A

Signal * ( cos(H) * cos(E) )

92
Q

Y equation =

A

Signal * ( sin(H) * sin(E) )

93
Q

Z equation =

A

signal * sin(E)

94
Q

In the WXYZ equations, what does H stand for? How should it normally be written?

A

Horizontal
0 with a - through it

95
Q

In the WXYZ equations, what does E stand for? How should it normally be written?

A

Elevation Angle
(Looks like Y with a horizontal 8 through it)

96
Q

What does the process of ambisonic decoding achieve?

A

Signal for loudspeakers

97
Q

What speaker arrangementcan decodingproduce?

A

any

98
Q

What is the conceptof Mix Agnostic?

A

Surroundsound ambisonic mix will have the same spatialisation regardless of speaker arrangement

99
Q

Ambisonic pros? (3)

A

Decode any speaker layout
Mix Agnostic
Can convert ambisonic into binaural

100
Q

Ambisonic cons? (2)

A

There is a sweet spot
Hard to design for irregular layouts

101
Q

Ambisonic ordercan be thought of as

A

Spatial resolution

102
Q

As ambisonic order increases, spatial sampling

A

increases

103
Q

As ambisonic order increases, channels of encoded data

A

increases

104
Q

As ambisonic order increases, number of loudspeakers

A

increase

105
Q

As ambisonic order increases, accuracy

A

increases

106
Q

As ambisonic order increases, sweet spot

A

increases

107
Q

two formats for ambisonics?

A

FuMa
AmbiX

108
Q

What are audio listeners?

A

Virtual ears which pick up sound in games

109
Q

What are audio emmiters?

A

Single sound source instance

110
Q

eight game elements are

A

Objectives
Boundaries
Players
Rules
Outcome
Resources
Conflict
Procedures

You can remember it as “OB-PROR-CP”, like a pro’s game plan.

111
Q

What are players, in terms of game elements?

A

Player get GYATT
Participant who plays game

112
Q

What are objectives, in terms of game elements?

A

specific goals

113
Q

What are procedures, in terms of game elements?

A

How to achieve goals

114
Q

What are rules, in terms of game elements?

A

Rules for goals

115
Q

What are resources, in terms of game elements?

A

What players win/lose

116
Q

What are boundaries, in terms of game elements?

A

Game world

117
Q

What is conflict, in terms of game elements?

A

What happens when player cant achievegoal

118
Q

What are outcome, in terms of game elements?

A

result of game

119
Q

What are compulsion/core loops?

A

Cycle of activities which motivate player to continue tasks

120
Q

What is intrinsic motivation?

A

Inherent to task

121
Q

What is extrinsic motivation?

A

External factors which drive player to complete task

122
Q

What is the player reward growth loop?

A

Loop to keep game interesting

123
Q

What happens when you remove one element from the player reward growth loop?

A

It wont work

124
Q

What is profiling?

A

Monitoring to identify issues with performance

125
Q

What can be monitored by profiler? (8)

A

Memory
CPU
File I/O
Output level
Events playing
Number of instances
Number of voices
Master channel

126
Q

What are instances?

A

Single event occurrences

127
Q

How many times can events be instantiated?

A

Multiple

128
Q

What is a key feature of scatterer instrument?

A

High voice number

129
Q

When monitoring, what should you look for? (4)

A

CPU spikes
Increase in event instances
High voice number
High mixer output level

130
Q

What does stealing strategydetermine?

A

What happens when max instances is reached. What will replace them?

131
Q

Three methods of memory optimisation?

A

Dynamic Bank Loading
Asset Compression Settings
Asset Streaming Settings

132
Q

What does Dynamic Bank Loading do? What two ways can it be implemented?

A

Loads and unloads sounds when required.
Space or Time

133
Q

What does Asset Compression Settingsdo?

A

Sets how FMOD compresses and encodes audio

134
Q

What does Asset Streaming Settings do?
What is it used for?

A

Audio more than 10 seconds is streamed
Used for music and atmospherical sounds

135
Q

What is the standard for game loudness?

A

There is none

136
Q

What does LUFS stand for?

A

Loudness Unit referenced to Full Scale

137
Q

What are the Sony recommendations for Console?
Mobile?

A

-24 LUFS (+- 2)
-18 LUFS (+-2)

138
Q

True peak should exceed what in Sony’s game loudness recommendations?

A

-1dBTB

139
Q

Four stages of Loudness algorithm are

A
  1. K Frequency weighting filters
  2. Mean square calculation for each channel
  3. Channel weighting summation
  4. Gating data below the average
140
Q

What is true peak?

A

How high signal level will reach when a signal is converted from digital to analogue

141
Q

If signal is reduced by 5 LUFS, how many dB will it be reduced by?

A

5dB

142
Q

Skibidi

A

Toilet