

Study with the several resources on Docsity
Earn points by helping other students or get them with a premium plan
Prepare for your exams
Study with the several resources on Docsity
Earn points to download
Earn points by helping other students or get them with a premium plan
Community
Ask the community for help and clear up your study doubts
Discover the best universities in your country according to Docsity users
Free resources
Download our free guides on studying techniques, anxiety management strategies, and thesis advice from Docsity tutors
A set of questions and answers related to the wwise 101 exam. Wwise is a popular audio middleware used in the game development industry to integrate audio assets into games. Various topics such as understanding wwise objects, soundbanks, game calls, layouts, and other key wwise concepts. The questions and answers provided seem to be comprehensive and verified, making this a valuable resource for anyone preparing for the wwise 101 exam or looking to deepen their understanding of wwise fundamentals. The level of detail and the range of topics covered suggest this document could be useful as study notes, lecture notes, or a summary for students enrolled in courses related to game audio development, sound design, or interactive audio programming.
Typology: Exams
1 / 3
This page cannot be seen from the preview
Don't miss anything!
Why does the word [Missing] appear in red in this image? Correct Answer: No object has been associated with the selected Event. What can you tell about the Shotgun Blast object (red)? Correct Answer: There isn't an audio source file associated with it? How are audio files placed into the final build of a game? Correct 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. In the SoundBank layout, what happens when the Generate button is clicked? Correct Answer: 1 Assuming at least one SoundBank and language are selected, any referenced audio files will be converted and placed in a folder used by the game. 2 Assuming at least one SoundBank and language are selected, software code used to carry out your sound design at run-time is generated.
3 SoundBanks for all selected platforms and languages will be generated Which object can receive a game call directly from the game engine? Correct Answer: Event An area, such as the Property Editor highlighted in this image is referred to as a? Correct Answer: View Which of the following are not objects in Wwise? Sound SFX, Event, Game Call Correct Answer: Game Call T/F? The name of an Event object needs to perfectly match the name of its corresponding game call. Correct Answer: True What default keyboard shortcut will play a selected Sound SFX object? Correct Answer: Spacebar A collection of views intended to perform a specific task is referred to as a ___________. Correct Answer: Layout