Purpose of Game Audio
Which of the following best describes the main purpose of sound effects in video games, such as a jumping sound when a character leaps?
- To provide visual feedback only
- To increase file size unnecessarily
- To give audio feedback and enhance immersion
- To slow down gameplay
- To save battery life
Types of Audio
Background music that plays continuously during gameplay is typically referred to as which of the following?
- Environmental audio
- Interactive sound
- Ambient voice
- Background music
- Sound mixing
Diegetic Audio
When a player hears the in-game footsteps of their character, what type of audio is this considered?
- Diegetic audio
- Narrative music
- Looped ambiance
- Non-diegetic audio
- Reverb signal
Audio Middleware Use
What is the primary role of audio middleware in game development?
- Drawing 3D environments
- Composing story scripts
- Integrating and managing audio assets efficiently
- Encoding high-definition graphics
- Formatting subtitle text
Interactive Sound Example
In a game where the music becomes more intense when an enemy appears, what sound design technique is being used?
- Linear processing
- Interactive audio
- Static playback
- Echo suppression
- Compression routing
Dynamic Mixing
Why might a game automatically lower the volume of background music when important dialogue is playing?
- To reduce memory usage
- To highlight the dialogue for player understanding
- To test speaker quality
- To slow down game performance
- To change screen resolution
Foley in Games
What is the term for recording everyday sounds, like footsteps or door creaks, to use as sound effects in games?
- Synthesizing
- Foley
- Phasing
- Voicing
- Quantizing
Looping Sounds
Which approach is commonly used to make a short environmental sound, such as rain, play continuously in a game scene?
- Sampling
- Reverbing
- Pitch shifting
- Looping
- Sequencing
Mono vs. Stereo Audio
What is the main difference between mono and stereo sound in game audio design?
- Mono uses a single channel, stereo uses two channels for spatial effects
- Mono requires more disk space than stereo
- Mono sounds only use music, stereo uses sound effects
- Stereo sound removes all background music
- Mono is always louder than stereo
Audio Feedback Function
When a player collects an item and hears a 'ding' sound, this audio cue is primarily meant to serve which function?
- Create a narrative arc
- Generate random effects
- Provide feedback to the player
- Increase code complexity
- Reduce game size