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WWISE 101 CERTIFICATION FINAL EXAM NEWEST ACTUAL EXAM COMPLETE 150 QUESTIONS AND CORRECT ANSWERS (VERIFIED ANSWERS) |ALREADY GRADED

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WWISE 101 CERTIFICATION FINAL EXAM NEWEST ACTUAL EXAM COMPLETE 150 QUESTIONS AND CORRECT ANSWERS (VERIFIED ANSWERS) |ALREADY GRADED

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WWISE 101 CERTIFICATION
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WWISE 101 CERTIFICATION
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WWISE 101 CERTIFICATION

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Subido en
28 de septiembre de 2025
Número de páginas
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Escrito en
2025/2026
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WWISE 101 CERTIFICATION FINAL EXAM NEWEST ACTUAL
EXAM COMPLETE 150 QUESTIONS AND CORRECT ANSWERS
(VERIFIED ANSWERS) |ALREADY GRADED

Question 1
In Wwise, what is the primary purpose of an "Actor-Mixer Hierarchy"?
A) To organize and mix music segments.
B) To manage and process all sound effects (SFX) and voices in a logical
structure.
C) To control environmental audio parameters.
D) To create interactive dialog systems.
E) To apply sound to character animations.
Correct Answer: B) To manage and process all sound effects (SFX) and
voices in a logical structure.
Rationale: The Actor-Mixer Hierarchy is where all game objects,
sounds, and voices are organized, allowing for hierarchical mixing,
routing, and property management.

Question 2
Which Wwise object allows you to group multiple audio files together and
play them randomly, sequentially, or as a randomized sequence?
A) Sound SFX
B) Music Segment
C) Random Container
D) Sequence Container
E) Blend Container
Correct Answer: C) Random Container
Rationale: A Random Container allows you to put multiple Sound SFX
objects (or other containers) inside it, and Wwise will play one of
them randomly each time the event is triggered, providing
variation.

Question 3
What is the purpose of an "Event" in Wwise?
A) To store raw audio files.

,B) To define actions that are triggered by the game code, such as playing a
sound, stopping a sound, or modifying properties.
C) To organize game objects.
D) To apply effects to audio.
E) To mix different sound sources.
Correct Answer: B) To define actions that are triggered by the game
code, such as playing a sound, stopping a sound, or modifying
properties.
Rationale: Events are the primary interface between the game engine
and Wwise. Game code calls an Event, and the Event then executes
one or more actions (e.g., Play, Stop, Set Volume) on Wwise objects.

Question 4
Which Wwise view would you use to organize and structure your sound
assets and objects?
A) Mixer View
B) Profiler View
C) Designer Layout (specifically the Project Explorer)
D) Soundcaster View
E) Voice Inspector View
Correct Answer: C) Designer Layout (specifically the Project Explorer)
Rationale: The Project Explorer within the Designer layout is where
you manage and organize all Wwise objects (Actor-Mixers, Events,
Game Parameters, etc.) in a hierarchical structure.

Question 5
What does "RTPC" stand for in Wwise?
A) Real-Time Playback Control
B) Remote Trigger Parameter Control
C) Real-Time Parameter Control
D) Random Track Playback Control
E) Recursive Tone Pitch Control

,Correct Answer: C) Real-Time Parameter Control
Rationale: RTPCs allow you to control Wwise object properties (like
volume, pitch, LPF, HPF) dynamically in real-time using Game
Parameters (variables coming from the game engine).

Question 6
Which Wwise component allows you to apply real-time audio effects such as
reverb, delay, or equalization to sounds?
A) Sound SFX
B) Audio Sources
C) Master Audio Bus
D) ShareSets (specifically Effect ShareSets)
E) Events
Correct Answer: D) ShareSets (specifically Effect ShareSets)
Rationale: Effect ShareSets are pre-defined audio effects that can be
applied to buses or individual objects, allowing for reusable and
consistent effect application across multiple sounds.

Question 7
What is the primary function of an "Audio Source" in Wwise?
A) To process audio effects.
B) To hold the actual raw audio file (e.g., WAV, OGG) that Wwise will play.
C) To define a game object's position.
D) To group multiple sounds together.
E) To control sound playback.
Correct Answer: B) To hold the actual raw audio file (e.g., WAV, OGG)
that Wwise will play.
Rationale: An Audio Source is the Wwise object that directly
references a physical audio file from your project, and it resides
within a Sound SFX object.

Question 8
Which Wwise object would you use to create a seamless, looping background

, ambiance sound?
A) Random Container
B) Sequence Container
C) Sound SFX with a loop region enabled
D) Music Playlist Container
E) Blend Container
Correct Answer: C) Sound SFX with a loop region enabled
Rationale: A single Sound SFX object containing an audio source can
be set to loop continuously by enabling its loop functionality within
the Wwise property editor.

Question 9
What is the purpose of a "Bus" in Wwise's Master-Mixer Hierarchy?
A) To store game parameters.
B) To route and mix multiple audio signals together and apply common
processing.
C) To trigger events from the game.
D) To organize individual sound files.
E) To create individual sound effects.
Correct Answer: B) To route and mix multiple audio signals together
and apply common processing.
Rationale: Buses are essential for mixing and routing. They
aggregate audio from multiple sources, allowing for common
volume control, effect processing, and output to the final mix.

Question 10
Which Wwise view is used for real-time monitoring of audio performance,
CPU usage, and memory consumption?
A) Mixer View
B) Profiler View
C) Soundcaster View
D) Voice Inspector View
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