Game Design End of Pathway (EOPA) Final Exam
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Terms in this set (67)
This option offers higher quality at the expense of
PCM
larger file size and is best for very short sound effects.
When this option is enabled, multi-channel audio will
Force To Mono
be mixed down to a single track before packing.
This method uses a minimal amount of memory to
Streaming buffer compressed data that is incrementally read
from the disk and decoded on the fly.
The audio clip will be loaded when the scene is
Preload Audio Data
loaded. This is on by default.
Repeats a sound after a given Delay, attenuating the
Audio Echo Filter
repetitions based on the Decay Ratio.
The audio clip will be loading without causing stalls
on the main thread. This is off by default in order to
Load In Background ensure the standard Unity behavior where all
AudioClips have finished loading when the scene
starts playing.
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With this you can disable the visibility of certain
Views groups within a mixer. You can then transition between
these values as required.
The compression results in smaller files but with
Vorbis/MP3
somewhat lower quality compared to "other" audio.
This allow you to capture the state of an AudioMixer,
and transition between these different states as the
Snapshots 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.
Stores audio in a format which represents a soundfield
Ambisonic
that can be rotated based on the listener's orientation.
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