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Game Design End of Pathway (EOPA) Final Exam Review | Questions & Answers (100 %Score) Latest Updated 2024/2025 Comprehensive Questions A+ Graded Answers | 100% Pass $13.48   Add to cart

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Game Design End of Pathway (EOPA) Final Exam Review | Questions & Answers (100 %Score) Latest Updated 2024/2025 Comprehensive Questions A+ Graded Answers | 100% Pass

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Game Design End of Pathway (EOPA) Final Exam Review | Questions & Answers (100 %Score) Latest Updated 2024/2025 Comprehensive Questions A+ Graded Answers | 100% Pass

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  • August 3, 2024
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Game Design End of Pathway (EOPA) Final Exam Review | Questions & Answers (100
%Score) Latest Updated 2024/2025 Comprehensive Questions A+ Graded Answers | 100%
Pass


PCM - This option offers higher quality at the expense of larger file size and is best for very short sound
effects.



Force To Mono - When this option is enabled, multi-channel audio will be mixed down to a single track
before packing.



Streaming - This method uses a minimal amount of memory to buffer compressed data that is
incrementally read from the disk and decoded on the fly.



Preload Audio Data - The audio clip will be loaded when the scene is loaded. This is on by default.



Audio Echo Filter - Repeats a sound after a given Delay, attenuating the repetitions based on the Decay
Ratio.



Load In Background - The audio clip will be loading without causing stalls on the main thread. This is off
by default in order to ensure the standard Unity behavior where all AudioClips have finished loading
when the scene starts playing.



Views - With this you can disable the visibility of certain groups within a mixer. You can then transition
between these values as required.



Vorbis/MP3 - The compression results in smaller files but with somewhat lower quality compared to
"other" audio.



Snapshots - This allow you to capture the state of an AudioMixer, and transition between these different
states as the game progresses. This is a great way to define moods or themes of the mix and have those
moods change as the player progresses through the game.

, Ambisonic - Stores audio in a format which represents a soundfield that can be rotated based on the
listener's orientation.



3. Which of the following statements are true about Audio Assets?Choose ALL that apply.

a. ADPCM is very lightweight on the CPU requirements, since the sound is uncompressed and can just be
read from memory.

b. Vorbis/MP3 is a compromise between memory and CPU usage in that it uses only slightly more CPU
than the uncompressed option, but yields a constant 3.5 compression factor.

c. In general, the PCM and Vorbis/MP3 formats are preferrable for keeping the sound as close to the
original as possible.

d. Vorbis/MP3 allows adaptively discarding less audible information via the Quality slider.

e. PCM is more CPU intensive, since the sound must be uncompressed before playing. - c. In general, the
PCM and Vorbis/MP3 formats are preferrable for keeping the sound as close to the original as possible.

d. Vorbis/MP3 allows adaptively discarding less audible information via the Quality slider.



Max Distance - The area where the sound stops attenuating at.



Spatial Blend - Sets how much the 3D engine has an effect on the audio source.



Min Distance - Increase this to make the sound 'louder' in a 3d world, and decrease it to make it 'quieter'
in a 3d world.



Audio Clip - Reference to the sound file that will be played.



Pitch - Amount of change sound due to slowdown/speed up of the Audio Clip.



Play on Awake - The sound will start playing the moment the scene launches.



Output - Use this property to redirect sound of the clip to an audio mixer.



Stereo Pan - Sets the position in the stereo field of 2D sounds.

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