Game Sound Design 2 Flashcards

(142 cards)

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
Tracks, Instruments and Parameters are all classified as
Events
26
Tracks can be thought of as a
bus or channel
27
Tracks contain (4)
Markers, timelines, FX chains, and output routing
28
Trigger regions are represented by
Instruments
29
What are the 7 instrument types?
1. Single 2. Multi 3. Scatterer 4. Programmer 5. Command 6. Snapshot 7. Plugin
30
"Some Mighty Superheroes Protect City Streets Proudly."
31
Single instrument plays what when triggered?
A single audio file
32
Multi instrument plays what when triggered?
A playlist of audio
33
Scatterer instrument plays what?
Spatial and spawning playlist of audio
34
What does the snapshot instrument do?
Loads preset when triggered
35
What does programmer instrument allow users to do?
Precise control through code
36
What is programmer instrument good for?
Complex dialogue system
37
What does plugin instrument allow user to do?
Create custom sounds
38
What is plugin instrument good at?
Creating generative audio
39
Banks are a collection of events that can be
loaded and unloaded for memory purposes
40
Banks contain (4)
metadata, event data, sample data, and streaming data
41
What data do banks not include?
Profiling data
42
Are auditory or visual reactions faster?
Auditory
43
What can auditory perception tell us? (6)
Where, What, Who, Material, Density, Weight
44
What is selective attention?
the process of picking important information for further processing by the brain
45
What does focussed attention lead to?
Other brain processes like emotions
46
First person shooters rely on what?
Quick sound identification
47
Racing games rely on?
Music
48
What is multi-sensory attention the concept of?
Senses dont work in isolation
49
Multi-sensory attention is
where object is attended to by different senses
50
Multi-sensory attention affects
Cognitive performance
51
Multi-sensory attention involves
decision making
52
Multi-sensory impacts
Gaming experience
53
What does the brain favour?
The more reliable sensory information
54
What is the consequence of dual sensory processing?
McGurk Effect
55
What is the McGurk effect?
BA or FA Violation of Expectation
56
Is McGurk effect only limited to audio and vision?
No sir
57
Expectation and emotion depends on (7)
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
What can violation of expectation affect?
Emotion
59
What is synchesis?
Fusion of sound and visual content. what is heard merges with what is seen
60
Humans can hear (2)
monaurally and binaurally
61
Monotic means
hearing from one ear
62
Diotic means
Hearing same signal in both ears
63
Dichotic means
Hearing different signal in different ear
64
What can be conveyed using HRTF?
Direction
65
Jit.phys =
Jizz
66
Distance can be conveyed using (3)
Direct/Reflection ratio, ray tracing, filtering
67
What is HRTF?
How sound is shaped by head, ear, shoulders, etc
68
How to measure HRTF?
Mic in ear
69
Disadvantage of HRTF?
Time consuming
70
Measurements taken as different angles during HRTF recording capture (3)
ITD, ILD, Monaural Spectral Cues
71
Where would you capture HRTF ideally?
Anechoic chamber
72
What does HRIR stand for?
Head Related Impulse Response
73
How do you calculate HRIR?
Inverse FFT of HRTF
74
Why is generic HRTF not the best to use?
Timbre varies between person to person
75
How can binaural audio be synthesized?
Convolving HRTF with sound source
76
What format is binaural audio stored as?
SoFa
77
What does SoFa stand for?
Spatially oriented format for acoustics
78
What should you ideally accompany HRTF with in terms of consumer audio?
Head tracking
79
HRTF panning con?
CPU expensive
80
What sounds shouldn’t be spatialized? (4)
Low frequencies, music, narration, character sounds
81
HRTF panners assume that audio is
Mono
82
What sounds can’t be spatialized? Why?
Pure tones Can’t be filtered as they only contain one frequency
83
What is ambisonic audio?
3D surround sound
84
What are the two stages of ambisonics?
Encoding and decoding
85
What is referred to as A format?
Raw recordings
86
What is B format?
Encoded positional information
87
How many signals does B format have?
4. W, X, Y, Z
88
W signal refers to
Signal equivalent to omnidirectional microphone
89
X, Y, Z signals refer to
Signals taken from figure of eight microphones
90
W equation =
Signal * ( 1 / SqRoot(2) )
91
X equation =
Signal * ( cos(H) * cos(E) )
92
Y equation =
Signal * ( sin(H) * sin(E) )
93
Z equation =
signal * sin(E)
94
In the WXYZ equations, what does H stand for? How should it normally be written?
Horizontal 0 with a - through it
95
In the WXYZ equations, what does E stand for? How should it normally be written?
Elevation Angle (Looks like Y with a horizontal 8 through it )
96
What does the process of ambisonic decoding achieve?
Signal for loudspeakers
97
What speaker arrangement can decoding produce?
any 
98
What is the concept of Mix Agnostic?
Surround sound ambisonic mix will have the same spatialisation regardless of speaker arrangement 
99
Ambisonic pros? (3)
Decode any speaker layout Mix Agnostic  Can convert ambisonic into binaural 
100
Ambisonic cons? (2)
There is a sweet spot  Hard to design for irregular layouts 
101
Ambisonic order can be thought of as
Spatial resolution
102
As ambisonic order increases, spatial sampling
increases
103
As ambisonic order increases, channels of encoded data
increases 
104
As ambisonic order increases, number of loudspeakers
increase 
105
As ambisonic order increases, accuracy
increases 
106
As ambisonic order increases, sweet spot
increases 
107
two formats for ambisonics?
FuMa AmbiX
108
What are audio listeners?
Virtual ears which pick up sound in games 
109
What are audio emmiters?
Single sound source instance 
110
eight game elements are 
Objectives  Boundaries  Players  Rules  Outcome  Resources  Conflict  Procedures  You can remember it as "OB-PROR-CP", like a pro’s game plan.
111
What are players, in terms of game elements?
Player get GYATT Participant who plays game 
112
What are objectives, in terms of game elements?
specific goals 
113
What are procedures, in terms of game elements?
How to achieve goals 
114
What are rules, in terms of game elements?
Rules for goals
115
What are resources, in terms of game elements?
What players win / lose 
116
What are boundaries, in terms of game elements?
Game world 
117
What is conflict, in terms of game elements?
What happens when player cant achieve goal 
118
What are outcome, in terms of game elements?
result of game
119
What are compulsion / core loops?
Cycle of activities which motivate player to continue tasks
120
What is intrinsic motivation?
Inherent to task 
121
What is extrinsic motivation?
External factors which drive player to complete task
122
What is the player reward growth loop?
Loop to keep game interesting 
123
What happens when you remove one element from the player reward growth loop?
It wont work 
124
What is profiling?
Monitoring to identify issues with performance 
125
What can be monitored by profiler? (8)
Memory CPU  File I/O Output level  Events playing  Number of instances  Number of voices  Master channel 
126
What are instances?
Single event occurrences
127
How many times can events be instantiated?
Multiple
128
What is a key feature of scatterer instrument?
High voice number
129
When monitoring, what should you look for? (4)
CPU spikes  Increase in event instances  High voice number  High mixer output level
130
What does stealing strategy determine?
What happens when max instances is reached. What will replace them?
131
Three methods of memory optimisation?
Dynamic Bank Loading Asset Compression Settings  Asset Streaming Settings
132
What does Dynamic Bank Loading do? What two ways can it be implemented?
Loads and unloads sounds when required. Space or Time 
133
What does Asset Compression Settings do?
Sets how FMOD compresses and encodes audio 
134
What does Asset Streaming Settings do? What is it used for?
Audio more than 10 seconds is streamed  Used for music and atmospherical sounds
135
What is the standard for game loudness?
There is none 
136
What does LUFS stand for?
Loudness Unit referenced to Full Scale 
137
What are the Sony recommendations for Console? Mobile?
-24 LUFS (+- 2) -18 LUFS (+-2)
138
True peak should exceed what in Sony's game loudness recommendations?
-1dBTB
139
Four stages of Loudness algorithm are
1. K Frequency weighting filters  2. Mean square calculation for each channel  3. Channel weighting summation  4. Gating data below the average
140
What is true peak?
How high signal level will reach when a signal is converted from digital to analogue
141
If signal is reduced by 5 LUFS, how many dB will it be reduced by?
5dB
142
Skibidi
Toilet