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Sound Design (prepas) - QCM1 - ENGLISH VERSION

History of sound, types of sounds, behaviors and functions in Cinema and video-games

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Question 1

Tell me your name.

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Question 2

What types of sounds can be produced in games in the 70's ?

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Question 3

In Banjo-Kazooie, what's peculiar with the music behavior? Especially for 1998.

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Question 4

There was no sound at all when watching a movie before the outburst of Talkies (talking cinema) in 1926/1927. Explain your answer with details.

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Question 5

In "Space Invaders" (1978), the music is faster and faster as enemies are killed. Do you remember how it was implemented by the developers? Is there even a way that they could do it back in these days? Explain how it was done, if you caught that.

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Question 6

Before the NES (Nintendo Entertainment System) in 1983, who was composing the music for the games?

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Question 7

In moves, when we could only record and use one sound source to describe everything and take every role at once, what was the sound source we most often chose?

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Question 8

The only thing composing a footstep sound is the impact of the shoe with the floor.
Explain your answer with as much details as you can.

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Commentaires

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Question 9

In a game with fighting scenes, impact sound effects must be hard, powerful and loud.

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Question 10

What elements must be present in an ambience for a game? Be precise and give details.

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Question 11

It's mandatory to have comedians to record if we're to have dialogues in our game, there's no other way to have dialogues. Give precisions

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Commentaires

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Question 12

What element must we have in mind when designing/writing NPC dialogues for a game? (the NPC dialogues called "wallas", the ones that go on even without the interaction of the player)

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Question 13

Hi traveler! How was your trip? Which elements are essentials when conceiving/writing dialogues?

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Question 14

UI Sounds can be mistaken for music/have musical features to them.

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Question 15

In which case(s) linear music (that can't vary depending on player interactions, that are written in a certain way and won't change whatever actions the player does) can be even better than interactive music?

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Question 16

Foreshadowing with music means...

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Question 17

What structure must a movie's music have?

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Question 18

Silence can be pertinent and useful in a scene. Explain why.

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Commentaires

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Question 19

Sound can add something (infos, emotions, etc.) that aren't present in the images. Explain why.

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Commentaires

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Question 20

Music can give reward in a game

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