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Game Audio Essentials
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Diegetic Sound
Sound that originates from within the game's world; characters in the game are aware of it.
Non-Diegetic Sound
Sound that does not originate within the game world and is meant for the player's ears only, such as background music and UI sounds.
Ambient Sound
Background sounds which are present within the environment or scene in the game, providing context and setting.
Sound Fidelity
The degree to which the sound is faithful to the source, as a measure of the quality of an audio recording or transmission.
Foley
The reproduction of everyday sound effects that are added to games, to enhance audio quality and realism.
Dynamic Range
The ratio between the largest and smallest possible values of a changeable quantity, such as in sound level.
Audio Compression
Reducing the dynamic range of a sound to make quiet sounds more audible and loud sounds less overwhelming.
Localization
The process of translating and cultural adaptation of in-game audio content for different regions or languages.
Audio Asset
A sound file or related data used within a game to produce audio output, including music tracks, sound effects, and voice-over recordings.
MIDI
Musical Instrument Digital Interface, a technical standard that describes a protocol, digital interface, and connectors for interoperability between electronic musical instruments, computers, and related audio devices.
Sound Design
The art and practice of creating soundtracks for a variety of needs including games. It involves the development of audio elements like sound effects, ambient sounds, and audio environments.
Acoustic Modeling
Simulating the behavior of sound in a virtual environment, taking into account the materials, geometry and other factors affecting sound waves.
Reverb
Short for 'reverberation', it refers to the persistence of sound as it bounces off surfaces after the sound source has stopped.
Audio Codec
A device or software that enables audio compression and/or decompression for digital audio.
Waveform
A graphical representation of the shape and form of a signal as it travels through a medium over time.
Stereo Imaging
A technique used in audio production to create the illusion of a multidimensional sound stage within a stereo mix.
Equalization (EQ)
The process of adjusting the balance between frequency components within an audio signal.
Direct Sound
Sound that travels directly from the source to the listener's ears without being reflected or refracted.
Sound Sculpting
The creative and technical process of shaping and crafting the character of an audio signal using various effects and techniques.
Ducking
An audio effect that lowers (ducks) the volume of one audio track to make room for another audio track to be heard more clearly.
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