What button begins the process of populating the log in the Profiler? - Answer- Start Capture
What is a Work Unit? - Answer- An XML file that stores settings of your Wwise project.
T/F? The name of an Event object needs to perfectly match the name of its corresponding game call. - Answer- Tru...
What button begins the process of populating the log in the Profiler? - Answer- Start Capture
What is a Work Unit? - Answer- An XML file that stores settings of your Wwise project.
T/F? The name of an Event object needs to perfectly match the name of its corresponding game
call. - Answer- True
In the SoundBank layout, what happens when the Generate button is clicked? - Answer- a.
SoundBanks for all selected platforms and languages will be generated
b. Assuming at least one SoundBank and language are selected, any referenced audio files will
converted and placed in a folder used by the game.
c. Assuming at least one SoundBank and language are selected, software code used to carry out
your sound design at run-time is generated
Which of the following objects can receive a game call directly from the game engine? Sound
SFX, Event, Action, Work Unit - Answer- Event
A collection of views intended to perform a specific task is referred to as a ___________. -
Answer- Layout
An area, such as the Property Editor is referred to as a - Answer- View
Which feature would you use to indicate that you want to play a specific Sound SFX object when
a particular Event is triggered? - Answer- Action
Which layout lets you view various information coming from the sound engine while playing a
game in real-time? - Answer- Profiler
,In the Designer layout, which view allows you to organize and manage the various elements of
your Wwise project, such as audio objects and events? - Answer- Project Explorer
Which of the following are not objects in Wwise? Sound SFX, Event, Game Call - Answer-
Game Call
What button within the Wwise interface allows you to configure a connection to a game being
played locally or over a network? - Answer- Remote
How are audio files placed into the final build of a game? - Answer- Drag events to the
soundbank and when the SoundBank is generated any audio files needed to play those events
will automatically be copied to the appropriate folders.
What is the default keyboard shortcut to import audio? - Answer- Shift + I
What happens if you drag a folder from the operating system's file manager directly into the
Actor-Mixer Hierarchy? - Answer- The audio files within the folder will be imported with the
option of creating a parent container for them
What does the pin icon in a window do? - Answer- It prevents the contents of that view from
being changed when other objects are selected.
How can you open the Wwise help menu? - Answer- a. Click the Help menu and choose Wwise
Help.
b. Click on the question mark in the title bar of any view.
c. Press the F1 key.
If you use the same audio file for multiple purposes, what is the benefit of duplicating the files
corresponding Sound SFX object, instead of importing another copy of the original audio file? -
Answer- The duplicated Sound SFX object will reference a single original audio file, therefore
less memory in the game.
,Which of the following views feature the pin icon?
Transport View, Event Viewer, Property Editor, Event Editor - Answer- Transport View
What does the "Add Folders..." butto in Audio File Importer Do? - Answer- a. It allows you to
import all audio files within a chosen folder, with the option of automatically creating a parent
object.
b. It allows you to import all audio files within a chosen folder as individual Sound SFX objects.
What does clicking the Reset All button circled here do? - Answer- It sets all Game Syncs in the
session to their default value
Which tab in the Project Explorer view allows you to create Switch Groups and Game States? -
Answer- Game Syncs
What is the purpose of choosing a Default Switch/State? - Answer- It is used as a way to define a
value in case the game engine experiences an error or otherwise neglects to announce the current
status of the Switch or State.
Which feature is best suited for when you wish to change sounds related to a specific game
object based on a variable such as the surface a character is walking on? - Answer- Switch
What are some common parameters that an RTPC can control? - Answer- Volume, High-Pass
filter, Low-Pass Filter
Where do you define RTPC types and values? - Answer- In the Project Explorer's Game Syncs
tab, add a Game Parameter to a Work Unit in the Game Parameters folder
What does RTPC stand for? - Answer- Real Time Parameter Control
Which feature is best suited for when you wish to affect sounds on a global scale, such as when
the player exits to a menu? - Answer- State
, Cone Attenuation provides a way to automatically adjust volume and low/high-pass filter
settings based on what? - Answer- The direction the emitter is facing
What type of distance measurement is used for the X axis in this Attenuation view? - Answer-
Units defined by the game.
Which of the following allow you to apply various types of settings that you intend to use often
or on multiple objects as you build your project - Answer- ShareSets
T/F? In the 3D User-Defined Panner view, Wwise always sets the default length of a new path to
five seconds, regardless of the corresponding audio file's duration. - Answer- True
This type of panning plays the sound using volume and pan values that are derived by comparing
the game object's position relative to the listener position. - Answer- 3D Game Defined
In the 3-D User-Defined panner, what is a path? - Answer- A pre-defined trajectory that can be
used to simulate an objects position over time when positional information from the game is not
available.
This type of panning plays the sound using static volume and pan values, regardless of the game
objects relationship to the listener position. - Answer- 2D
In the Property Editor, what setting must be chosen in the Positioning tab in order to utilize the
view featuring a centered head with surround speakers in a square? - Answer- 2D
What does double-clicking an object in this schematic view do? - Answer- Displays the objects
Property Editor view
Which of the following best describes the audio signal flow of an Actor-Mixer container? -
Answer- The voice volume control serves as an offset to the voice volume controls of all
contained objects, but no audio signals actually pass through the Actor-Mixer object.
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