Terms Flashcards

1
Q

AAA

A

A big budget, commercial title developed by a large studio that is fully staffed with a dedicated team.

Ex: Netflix, Warner Brothers, Disney.

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2
Q

Agile Dev

A

Refers to incremental software development involving iterative processes, creativity, collaboration and programming. A team of individuals collaborating on an ever-changing design over a period of time.

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3
Q

Action Item

A

Audio-related tasks you are responsible for completing.

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4
Q

Ad-Hoc (testing)

A

A method of audio testing that is less reliant on scripted protocols. Free-form testing, typically involving qualitative assessment.

The tests are conducted informally and randomly without any formal procedure or expected results.

ADHOC TESTING is an informal testing type with an aim to break the system.

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5
Q

Alpha

A

Significant milestone that signals the end of production and into the “Final-ing” stage of development. All features should be represented in-game in some form.

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6
Q

Attenuation

A

Gradual reduction of intensity/strength of a signal. Attenuation loss is a natural consequence of signal transmission over long distances, and this can be stimulated in audio middleware software.

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7
Q

Asset

A

Represents an audio file that can be played back in the game.

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8
Q

Audio Listener

A

A microphone-like device within a game engine. It receives input from audio sources and plays sounds through the computer speakers. Typically the listener is attached to the Main Camera.

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9
Q

Beta

A

Significant milestone during the Final-ing when audio should be focused on resolving all bugs in order to achieve a release candidate & audio lock.

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10
Q

Build

A

A playable version of the game, built from compiled assets and data, playable on a Devkit.

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11
Q

Bug (defect)

A

An issue preventing from appropriate feature playback.

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12
Q

Critical path

A

the highest priority action item or deliverable task.

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13
Q

deliverables

A

required submissions intended for a milestone.

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14
Q

drop dead date/time

A

the absolute latest a deliverable can be submitted

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15
Q

diegetic sound

A

sound occurring “on screen”, within the narrative. In game audio, pertaining to sounds occurring within the game environment (as heard by the PC or Audio Listener)

voices of characters
sounds made by objects in the story
music represented as coming from instruments in the story space ( = source music)
Diegetic sound is any sound presented as originated from source within the game’s world

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16
Q

ducking

A

allows you to alter the amplitude levels of one group based on what is happening in another group. an example might be to reduce background music or ambience while priority dialog is playing.

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17
Q

emitter

A

a 3d game object that sound emanates from diiegetically, heard over an area or distance. also known as “Spot Ambience” in game audio.

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18
Q

Envelopment

A

The act of enveloping through audio; to wrap, cover or surround.

19
Q

Enumerations (Enums)

A

A data type consisting names for values that are attached in code by the SEs during integration in order to set integer values correctly.

20
Q

Feature Creep

A

A surprise feature that gets ‘added’ to the plan during production despite not having been planned in pre-pro.

21
Q

Generate

A

To export of convert something (in our case, audio) into usable data real time.

22
Q

Immersion

A

Deep mental and emotional involvement, the state where you cease to be aware of your physical self

23
Q

implementation

A

the act of creating audio framework and logic in middleware software

24
Q

integration

A

the process of bringing together the component sub-systems (ie: audio, logic, animation, AI, etc.) into one sytem.

25
Q

iteration

A

the act of repeating a process with the aim of approaching a desired goal, target or result

26
Q

localization (LOC)

A

adapting audio per shipped territory (ie: dialog)

27
Q

milestone (also Dev-Milestone)

A

a checkpoint during the game development

28
Q

Optimization

A

making the most effective use of resources, resulting in better performance, speed, size, and efficiency.

29
Q

Outsourcing

A

The process or hiring an external vendor to own an aspect of development

30
Q

Parameter

A

A quantity whose value can be modified for the particular circumstances iin relation to game contexts (ie: parameterized trigger)

31
Q

Pre-Pro

A

The earliest stage of Game Development, prior to the production phase.

32
Q

Procedural

A

Audio being created on the fly. It doesn’t exist on the disc, it’s being generated by tools at runtime

33
Q

Prototype

A

A functional example of features running in software.

34
Q

Pseudo-Coding

A

Informal, high-level description, projection or investigation of operating functionality.

35
Q

Quality assurance

A

Game testing

36
Q

Release candidate

A

a build that resembled the end product to be sent out for subsequent (rigorous) testing

37
Q

Scripted testing

A

Audio testing focused on specific TFCs. Intended to verify assigned functionality aimed at quantitative assessment.

38
Q

Snapshot

A

A means to capture the volume settings in a group is referred to as a snapshot. Snapshots can be transitioned between during gameplay to create different mixes or themes.

39
Q

Sprint

A

An ‘incrementa’ unit of Agile development where a critical path goal is defined and all team members must track toward its completion.

40
Q

Stretch goal

A

A “nice-to-have” feature to be worked on if time allows.

41
Q

Trigger (sound trigger)

A

a game action of ‘game call’ resulting in a sound event playing.

42
Q

Variables (GameVars)

A

Changeable items that software evaluates in real time.

43
Q

Waterfall Dev

A

A software development model that is a sequential, non-iterative design process (as compared with AGILE DEV).

44
Q

Work-Life Balance

A

A measurement to prevent ‘burnout’ of employees.