Practice game audio vocabulary: audio mixer, spatial audio, collision sound triggers, seamless looping music, audio buses, and asset compression.
0 / 5 completed
1 / 5
The audio designer adjusts the ___ mixer to balance music, SFX, and voice levels independently.
An audio mixer in a game engine (e.g., Unity's Audio Mixer, Unreal's Sound Class/Mix) routes audio sources to groups (buses), applies effects like reverb or compression, and controls relative volumes for music, effects, and dialogue.
2 / 5
The game uses ___ audio so that sounds feel like they come from specific positions in the world.
Spatial audio (3D audio) simulates how sound behaves in physical space — attenuating with distance, panning based on direction, and adding environmental effects like reverb. It significantly improves immersion.
3 / 5
The audio programmer notes: 'The sound effect ___ on collision.' What event system drives this?
'The sound effect triggers on collision' means the audio system listens for physics collision events and plays the configured audio clip when two objects make contact — a core pattern in game audio design.
4 / 5
The music director confirms: 'The background music ___ seamlessly.' What quality is being described?
Seamless looping means the audio track is authored so the end of the file flows cleanly back into the beginning with no click, silence, or audible seam — essential for background music that plays continuously during gameplay.
5 / 5
The audio team routes all sound effects through an SFX ___ to apply a global reverb effect.
An audio bus is a shared signal pathway in the mixer. Routing sources to a bus allows you to apply effects (EQ, reverb, compression) or volume changes to all sources on that bus simultaneously, instead of configuring each source individually.