03. C9 Intro to Game Audio

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1. Gold

*Match the phase to its definition:* By this phase, the audio production team is done as every asset in the game is locked in and can't be changed. 1. Gold 2. QA 3. Beta 4. Alpha 5. Design Phase

4. Alpha

*Match the phase to its definition:* At this production phase the game is somewhat playable and designers should be able to perform basic movements through levels. This is the phase where the process of integrating the sounds into the game through computer programming or through the use of specialized software tools such as Audiokinetic's Wwise, begins.. 1. Gold 2. QA 3. Beta 4. Alpha 5. Design Phase

5. Design Phase

*Match the phase to its definition:* Characters, game component and levels are created with sophisticated software using the game design document along with the concept paintings and sketches as guidelines. At this point the audio team is in full swing, sifting through libraries of prerecorded sound effects, recording sounds and designing new sounds to fulfill the audio needs identified in the audio design document. 1. Gold 2. QA 3. Beta 4. Alpha 5. Design Phase

2. QA

*Match the phase to its definition:* This is when the testers do most of their work and it's the last chance to find any bugs that might crash the game. At this point in all sounds should be in the game and the sound designer is just mixing, tweaking effects and fixing bugs that arise. 1. Gold 2. QA 3. Beta 4. Alpha 5. Design Phase

3. Beta

*Match the phase to its definition:* This phase is when the game really comes together, and the designers now see how the game will actually look, play, and sound. All of the art work, game components and most of the audio has been wired into the game and testers are beginning to look for problems in the game. 1. Gold 2. QA 3. Beta 4. Alpha 5. Design Phase

Game Design Document

An essential blueprint for the video game.

"Emitter" and the "Listener"

It's the geometric relationship between the ________ and the ________ that is used to determine how the sound will be rendered.

1. Audio that is held in RAM and can be played instantly

Match the concept to its memory usage: Active 1. Audio that is held in RAM and can be played instantly 2. The leading edge of the audio file is loaded into RAM with the remainder streaming from disk when necessary 3. Audio played back directly from the disk. There may be some hesitation between when the sound is requested and when it is played. Commonly used for long ambient sounds or music.

2. The leading edge of the audio file is loaded into RAM with the remainder streaming from disk when necessary

Match the concept to its memory usage: Pre-fetching 1. Audio that is held in RAM and can be played instantly 2. The leading edge of the audio file is loaded into RAM with the remainder streaming from disk when necessary 3. Audio played back directly from the disk. There may be some hesitation between when the sound is requested and when it is played. Commonly used for long ambient sounds or music.

3. Audio played back directly from the disk. There may be some hesitation between when the sound is requested and when it is played. Commonly used for long ambient sounds or music.

Match the concept to its memory usage: Streaming 1. Audio that is held in RAM and can be played instantly 2. The leading edge of the audio file is loaded into RAM with the remainder streaming from disk when necessary 3. Audio played back directly from the disk. There may be some hesitation between when the sound is requested and when it is played. Commonly used for long ambient sounds or music.

2. Determines how N.P.C's react to each other, the environment, and the player character

Match the engine to its function: A.I. Engine 1. Paints the picture 2. Determines how N.P.C's react to each other, the environment, and the player character 3. Handles when and how sound will be played in the game 4. The Conductor. Keeps track of what's where. 5. Determines how simulated materials react to simulated gravity (and each other) within a simulated environment

3. Handles when and how sound will be played in the game

Match the engine to its function: Audio Engine 1. Paints the picture 2. Determines how N.P.C's react to each other, the environment, and the player character 3. Handles when and how sound will be played in the game 4. The Conductor. Keeps track of what's where. 5. Determines how simulated materials react to simulated gravity (and each other) within a simulated environment

4. The Conductor. Keeps track of what's where.

Match the engine to its function: Game Engine 1. Paints the picture 2. Determines how N.P.C's react to each other, the environment, and the player character 3. Handles when and how sound will be played in the game 4. The Conductor. Keeps track of what's where. 5. Determines how simulated materials react to simulated gravity (and each other) within a simulated environment

1. Paints the picture

Match the engine to its function: Graphics Engine 1. Paints the picture 2. Determines how N.P.C's react to each other, the environment, and the player character 3. Handles when and how sound will be played in the game 4. The Conductor. Keeps track of what's where. 5. Determines how simulated materials react to simulated gravity (and each other) within a simulated environment

5. Determines how simulated materials react to simulated gravity (and each other) within a simulated environment

Match the engine to its function: Physics Engine 1. Paints the picture 2. Determines how N.P.C's react to each other, the environment, and the player character 3. Handles when and how sound will be played in the game 4. The Conductor. Keeps track of what's where. 5. Determines how simulated materials react to simulated gravity (and each other) within a simulated environment

1. The unblocked path of sound

Match the obstacle to its definition: Direct Path 1. The unblocked path of sound 2. When the direct sound is partially blocked, but the reflections are unaltered (i.e. Like being behind a pilar) 3. When both the direct and reflected paths are blocked (i.e. like being behind a wall).

2. When the direct sound is partially blocked, but the reflections are unaltered (i.e. Like being behind a pilar)

Match the obstacle to its definition: Obstruction 1. The unblocked path of sound 2. When the direct sound is partially blocked, but the reflections are unaltered (i.e. Like being behind a pilar) 3. When both the direct and reflected paths are blocked (i.e. like being behind a wall).

3. When both the direct and reflected paths are blocked (i.e. like being behind a wall).

Match the obstacle to its definition: Occlusion 1. The unblocked path of sound 2. When the direct sound is partially blocked, but the reflections are unaltered (i.e. Like being behind a pilar) 3. When both the direct and reflected paths are blocked (i.e. like being behind a wall).

The Producer

The _____________ has the final say on all matters with the game and answers only to the company executives.

Spatialization

The ability to localize the source position of a sound.

Designer

What is the default layout for Wwise projects?

Game Call

What is the name of the message that comes from the game engine that calls some (or all) of the other engines into action?


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