Deck 3: Bleeps, Blops, Clicks, and Pops
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Deck 3: Bleeps, Blops, Clicks, and Pops
1
To what does the term Foley refer?
A) Sound that can be recorded first and then synchronized later with action
B) Sound that follows the timeline of the story in a linear way
C) Sound effects that correspond in real time with action
D) Mixing all the various sounds into a single file
A) Sound that can be recorded first and then synchronized later with action
B) Sound that follows the timeline of the story in a linear way
C) Sound effects that correspond in real time with action
D) Mixing all the various sounds into a single file
C
2
What is Diegetic sound?
A) Sound from sources not visible on the screen
B) Sound from sources not present in the action
C) Sound from sources visible on the screen
D) Sounds added for dramatic effect
A) Sound from sources not visible on the screen
B) Sound from sources not present in the action
C) Sound from sources visible on the screen
D) Sounds added for dramatic effect
C
3
An example of Non-diegetic sound is?
A) Character voices
B) Sounds from objects on screen
C) Sound from musical instruments shown in the game
D) The voice of a narrator
A) Character voices
B) Sounds from objects on screen
C) Sound from musical instruments shown in the game
D) The voice of a narrator
D
4
How would you describe dynamic audio?
A) A sound event that occurs in response to the player directly
B) A simple interactive sound effect
C) Sound in the game environment in reaction to gameplay rather than to the user directly
D) Sound designed to change, either in response to the user, or in response to changes in gameplay environment
A) A sound event that occurs in response to the player directly
B) A simple interactive sound effect
C) Sound in the game environment in reaction to gameplay rather than to the user directly
D) Sound designed to change, either in response to the user, or in response to changes in gameplay environment
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5
How would you describe interactive audio?
A) A sound event that occurs in response to the player directly
B) Sound that changes as the game changes
C) Sound in the game environment in reaction to gameplay rather than to the user directly
D) Sound designed to change, either in response to the user, or in response to changes in gameplay environment
A) A sound event that occurs in response to the player directly
B) Sound that changes as the game changes
C) Sound in the game environment in reaction to gameplay rather than to the user directly
D) Sound designed to change, either in response to the user, or in response to changes in gameplay environment
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6
How would you describe adaptive audio?
A) A sound event that occurs in response to the player directly
B) Sound that changes as the game changes
C) Sound in the game environment in reaction to gameplay rather than to the user directly
D) Sound designed to change, either in response to the user, or in response to changes in gameplay environment
A) A sound event that occurs in response to the player directly
B) Sound that changes as the game changes
C) Sound in the game environment in reaction to gameplay rather than to the user directly
D) Sound designed to change, either in response to the user, or in response to changes in gameplay environment
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7
How could background ambience be described?
A) Individual sounds that occur when a character moves around or encounters objects
B) Sounds that the player uses to view status
C) Sounds that the player uses to change settings
D) Sound that creates the setting and mood in which the action takes place
A) Individual sounds that occur when a character moves around or encounters objects
B) Sounds that the player uses to view status
C) Sounds that the player uses to change settings
D) Sound that creates the setting and mood in which the action takes place
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8
How could foreground sounds be described?
A) Individual sounds that occur when a character moves around or encounters objects
B) Sounds that the player uses to view status
C) Sounds that the player uses to change settings
D) Sound that creates the setting and mood in which the action takes place
A) Individual sounds that occur when a character moves around or encounters objects
B) Sounds that the player uses to view status
C) Sounds that the player uses to change settings
D) Sound that creates the setting and mood in which the action takes place
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9
How could interface sounds be described?
A) Individual sounds that occur when a character moves around or encounters objects
B) Sounds that the player uses to view settings
C) Sounds that the player uses to change settings that creates the setting and mood in which the action takes place
D) Sounds that are notifications of change in status
A) Individual sounds that occur when a character moves around or encounters objects
B) Sounds that the player uses to view settings
C) Sounds that the player uses to change settings that creates the setting and mood in which the action takes place
D) Sounds that are notifications of change in status
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10
What are open, uncompressed audio file formats?
A) Linear pulse-code modulation (PCM) audio
B) A file that contains more than a single channel
C) Formats that take up less data space but lose audio quality in the process
D) Microsoft's closed source alternative to MP3
A) Linear pulse-code modulation (PCM) audio
B) A file that contains more than a single channel
C) Formats that take up less data space but lose audio quality in the process
D) Microsoft's closed source alternative to MP3
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11
What are interleaving audio file formats?
A) Linear pulse-code modulation (PCM) audio
B) A file that contains more than a single channel
C) Formats that take up less data space but lose audio quality in the process
D) Microsoft's closed source alternative to MP3
A) Linear pulse-code modulation (PCM) audio
B) A file that contains more than a single channel
C) Formats that take up less data space but lose audio quality in the process
D) Microsoft's closed source alternative to MP3
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12
What are open, compressed audio file formats?
A) Linear pulse-code modulation (PCM) audio
B) A file that contains more than a single channel
C) Formats that take up less data space but lose audio quality in the process
D) Microsoft's closed source alternative to MP3
A) Linear pulse-code modulation (PCM) audio
B) A file that contains more than a single channel
C) Formats that take up less data space but lose audio quality in the process
D) Microsoft's closed source alternative to MP3
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13
Which is the best description of WMA (Windows Media Audio) proprietary audio file format?
A) Microsoft's closed source alternative to MP3
B) Developed by Apple for use in music downloaded from their iTunes Music Store
C) The standard used by Sun's version of Unix and Java
D) The new Apple-based format in Logic Pro
A) Microsoft's closed source alternative to MP3
B) Developed by Apple for use in music downloaded from their iTunes Music Store
C) The standard used by Sun's version of Unix and Java
D) The new Apple-based format in Logic Pro
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14
Which is the best description of AAC (Advanced Audio Coding) proprietary audio file format?
A) Microsoft's closed source alternative to MP3
B) Developed by Apple for use in music downloaded from their iTunes Music Store
C) The standard used by Sun's version of Unix and Java
D) The new Apple-based format in Logic Pro
A) Microsoft's closed source alternative to MP3
B) Developed by Apple for use in music downloaded from their iTunes Music Store
C) The standard used by Sun's version of Unix and Java
D) The new Apple-based format in Logic Pro
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15
Describe a hardware space budget.
A) Physical memory for a game
B) Every sound that occurs in a game
C) Road map to keep on track during the development process
D) A game design
A) Physical memory for a game
B) Every sound that occurs in a game
C) Road map to keep on track during the development process
D) A game design
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16
Describe an asset list.
A) Physical memory for a game
B) Every sound that occurs in a game
C) Road map to keep on track during the development process
D) A game design
A) Physical memory for a game
B) Every sound that occurs in a game
C) Road map to keep on track during the development process
D) A game design
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17
A One Shot file could be described as a file that?
A) Can be of foreground local sound effects
B) Can be background ambient material
C) Plays only one time when it is triggered
D) Is essential because games are often indeterminate with regards to time
A) Can be of foreground local sound effects
B) Can be background ambient material
C) Plays only one time when it is triggered
D) Is essential because games are often indeterminate with regards to time
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18
What is the purpose of a codec?
A) Road map to keep on track during the development process
B) Physical memory for a game
C) A game design
D) A specialized piece of code than runs on software or hardware to decompress the file
A) Road map to keep on track during the development process
B) Physical memory for a game
C) A game design
D) A specialized piece of code than runs on software or hardware to decompress the file
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19
To what does reverberation refer?
A) Results from a sound bouncing off every available surface
B) Involves creating a new sound from a combination of sounds
C) Sounds that enter from one side of the screen and exit on the other
D) Special recording techniques
A) Results from a sound bouncing off every available surface
B) Involves creating a new sound from a combination of sounds
C) Sounds that enter from one side of the screen and exit on the other
D) Special recording techniques
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20
To what does sound layering refer?
A) Results from a sound bouncing off every available surface
B) Involves creating a new sound from a combination of sounds
C) Sounds that enter from one side of the screen and exit on the other
D) Special recording techniques
A) Results from a sound bouncing off every available surface
B) Involves creating a new sound from a combination of sounds
C) Sounds that enter from one side of the screen and exit on the other
D) Special recording techniques
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21
To what does 3d sound refer?
A) Results from a sound bouncing off every available surface
B) Involves creating a new sound from a combination of sounds
C) Sounds that enter from one side of the screen and exit on the other
D) Special recording techniques
A) Results from a sound bouncing off every available surface
B) Involves creating a new sound from a combination of sounds
C) Sounds that enter from one side of the screen and exit on the other
D) Special recording techniques
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