Terms Flashcards
AAA
A big budget, commercial title developed by a large studio that is fully staffed with a dedicated team.
Ex: Netflix, Warner Brothers, Disney.
Agile Dev
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.
Action Item
Audio-related tasks you are responsible for completing.
Ad-Hoc (testing)
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.
Alpha
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.
Attenuation
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.
Asset
Represents an audio file that can be played back in the game.
Audio Listener
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.
Beta
Significant milestone during the Final-ing when audio should be focused on resolving all bugs in order to achieve a release candidate & audio lock.
Build
A playable version of the game, built from compiled assets and data, playable on a Devkit.
Bug (defect)
An issue preventing from appropriate feature playback.
Critical path
the highest priority action item or deliverable task.
deliverables
required submissions intended for a milestone.
drop dead date/time
the absolute latest a deliverable can be submitted
diegetic sound
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
ducking
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.
emitter
a 3d game object that sound emanates from diiegetically, heard over an area or distance. also known as “Spot Ambience” in game audio.