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Wwise 101 exam with questions and answers || verified answers graded A+ || latest update 2024/2025

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Wwise 101 exam with questions and answers || verified answers graded A+ || latest update 2024/2025

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  • September 28, 2024
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  • 2024/2025
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  • Wwise 101
  • Wwise 101
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Wwise 101 exam with questions and answers || verified
answers graded A+ || latest update 2024/2025




Work Units
Work Units are a way/objects in which people can work
different parts of a project, and later they can be brought
together
Game Calls
When making the game the programmer creates signals or
messages that the game uses to understand the audio. When
using Wwise the sound designer has to name each call with the
exact same name, so that the game can understand it.
Event
An action that causes something to happen in the game. For
example, footsteps may have different sounds depending on the
surface the character is walking on. The action of walking is an
event in the game that can be represented by sounds. The object
that catches the Game Call transmitted from the game engine.
Actor Mixer Hierarchy
it is the tab with the audio SFX files. It represents the Hierarchy
of sounds.
Actor-Mixer objects serve as folders to
organize your project, but with the added benefit of being able to

,serve as a way to quickly apply property settings to all objects
that are contained within.
No actual mixing of audio occurs in the Actor-Mixer
Hierarchy
Object
Anything you create in Wwise is referred to as an object. Be
careful not to confuse this with the Game Object term discussed
earlier in this lesson which relates to items within the game.
Objects in the Wwise interface are represented
by small square icons. There are over 20 types of objects, each
providing unique functionality for how you can create and
control sound within Wwise. Objects exist within a hierarchy
and typically Work Units are at the top of this hierarchy. Like
the bricks that make up a building, these objects are building
blocks that can be used for purely practical applications, or they
can be arranged in intricate and creative ways.
Sound SFX
Object that contains the audio file you want to hear when that
Event is received.
Wwise Project file
A Wwise project is not a singular file, but instead a specific
structure of many
different folders and the files contained within. Projects are
launched from a Wwise Project file, which is located on the
same level as these folders.
Colors of a SFX file

,Blue indicates that the audio file being referenced is the original
imported file, while white indicates that the file has been
converted. red indicates a file is missing
Pitch control
In the case of game audio where
pitch adjustment is constantly used, oftentimes to create the
illusion of having an abundance of different sounds using only a
single sound played at varying pitches.
cents
On a piano, there is 100 cents of pitch change between any two
keys that are side by side, whether they're black or white keys.
There's a total of 1200 cents in a musical octave. The pitch
parameter default value is 0, meaning that the audio associated
with the object will play back at its original pitch. you can adjust
the value within a range of -2400 to 2400, a total span of four
octaves
Wwise provides several methods of generating sound
including tone generators and the specialized SoundSeed
synthesizers.
Wwise provides several methods of generating sound
including tone generators and the specialized SoundSeed
synthesizers.
Source Editor
Wwise can be used as a waveform editor or a sound editor in
general, this is achieved in the Source Editor.

, Delay
Delay can be used with two or more Audio SFX, delaying the
attack of one or more of the files will give it an illusion that two
or more events are happening.
Randomization
Audio's role
Audio's role is not limited to merely supporting the graphics that
you see on the screen, so it's important to think beyond what you
see in the game. More importantly, focus on the things you don't
see.
Random Container
Think of Random Container objects as a folder
with some added functionality. Like a Sound SFX object,
Random Containers can be selected and played using the play
button in the Transport Control, in which case, one of the objects
contained within will be randomly selected and played. This is a
perfect way to add variety to sounds that would otherwise be
annoyingly repetitive if the same audio file were played every
time.

Defines the container as a Random Container, which means that
objects within the container will be played back in a random
order. There are two different modes of random playback:
Standard and Shuffle.
inclusion/exclusion check boxes that appear to the left of
every object in the Project Explorer

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