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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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PCM - ANSWER This option offers higher quality at the expense of larger file size and is best for very short sound effects. Force To Mono - ANSWER When this option is enabled, multi-channel audio will be mixed down to a single track before packing. Streaming - ANSWER This method uses a minimal amount of memory to buffer compressed data that is incrementally read from the disk and decoded on the fly.

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Uploaded on
April 12, 2025
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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 - ANSWER This option offers higher quality at the expense of larger file size and is best for
very short sound effects.



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



Streaming - ANSWER 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 - ANSWER The audio clip will be loaded when the scene is loaded. This is on
by default.



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



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

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



Snapshots - ANSWER 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 - ANSWER 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. -
ANSWER 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 - ANSWER The area where the sound stops attenuating at.



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



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

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