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.
Envelopment
The act of enveloping through audio; to wrap, cover or surround.
Enumerations (Enums)
A data type consisting names for values that are attached in code by the SEs during integration in order to set integer values correctly.
Feature Creep
A surprise feature that gets ‘added’ to the plan during production despite not having been planned in pre-pro.
Generate
To export of convert something (in our case, audio) into usable data real time.
Immersion
Deep mental and emotional involvement, the state where you cease to be aware of your physical self
implementation
the act of creating audio framework and logic in middleware software
integration
the process of bringing together the component sub-systems (ie: audio, logic, animation, AI, etc.) into one sytem.
iteration
the act of repeating a process with the aim of approaching a desired goal, target or result
localization (LOC)
adapting audio per shipped territory (ie: dialog)
milestone (also Dev-Milestone)
a checkpoint during the game development
Optimization
making the most effective use of resources, resulting in better performance, speed, size, and efficiency.
Outsourcing
The process or hiring an external vendor to own an aspect of development
Parameter
A quantity whose value can be modified for the particular circumstances iin relation to game contexts (ie: parameterized trigger)
Pre-Pro
The earliest stage of Game Development, prior to the production phase.
Procedural
Audio being created on the fly. It doesn’t exist on the disc, it’s being generated by tools at runtime
Prototype
A functional example of features running in software.
Pseudo-Coding
Informal, high-level description, projection or investigation of operating functionality.
Quality assurance
Game testing
Release candidate
a build that resembled the end product to be sent out for subsequent (rigorous) testing
Scripted testing
Audio testing focused on specific TFCs. Intended to verify assigned functionality aimed at quantitative assessment.
Snapshot
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.
Sprint
An ‘incrementa’ unit of Agile development where a critical path goal is defined and all team members must track toward its completion.
Stretch goal
A “nice-to-have” feature to be worked on if time allows.
Trigger (sound trigger)
a game action of ‘game call’ resulting in a sound event playing.
Variables (GameVars)
Changeable items that software evaluates in real time.
Waterfall Dev
A software development model that is a sequential, non-iterative design process (as compared with AGILE DEV).
Work-Life Balance
A measurement to prevent ‘burnout’ of employees.