Deck 4: Compose Yourself!

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Question
Compared to writing music for a two-hour film, music for a game might need to be played for as long as?

A) 60 minutes
B) 100 hours
C) 10 hours
D) 20 minutes
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Question
Which is a question that is not raised by game composers?

A) If you don't know how long the player will stay in a game level, how long should you make the piece of music for that level?
B) If the action and intensity speed up as the player goes further into the level, should the music speed up and slow down as well?
C) How can we be most effective dealing with the complexities of a game's linear medium?
D) How do I know what format to deliver my music in?
Question
Game-music composers have always had to be comfortable with each of the following, except?

A) Machines
B) Computing
C) Creating illusions
D) Manipulating its linear medium
Question
A good musical soundtrack includes identifying locations and settings of a game. This could be done by?

A) Using a catchy title theme
B) Defining the surroundings
C) Including specific musical passages associated with a character that can subconsciously clue a player into what is happening in a game.
D) Using fast beats
Question
A good musical soundtrack includes setting the mood and overall tone of a game. This could be done by?

A) Using a catchy title theme
B) Defining the surroundings
C) Including specific musical passages associated with a character that can subconsciously clue a player into what is happening in a game.
D) Using fast beats
Question
A good musical soundtrack includes identifying characters within a game. This could be done by?

A) Using a catchy title theme
B) Defining the surroundings
C) Including specific musical passages associated with a character that can subconsciously clue a player into what is happening in a game.
D) Using fast beats
Question
A good musical soundtrack includes establishing the pace of gameplay. This could be done by?

A) Using a catchy title theme
B) Defining the surroundings
C) Including specific musical passages associated with a character that can subconsciously clue a player into what is happening in a game.
D) Using fast beats
Question
A good musical soundtrack includes increasing a player's sense of immersion in a game. This could be done by?

A) Using a catchy title theme
B) Defining the surroundings
C) Including specific musical passages associated with a character that can subconsciously clue a player into what is happening in a game.
D) Providing an emotional underpinning to the whole experience
Question
Which description fits a looping interaction?

A) Going around and around, repeating the same material
B) Conditional music based on actions in the game
C) Vertical re-orchestrations of a piece of music
D) Multiple parts that can be muted on and off and re-combined in many different ways to increase variation
Question
Which description fits a branching interaction?

A) Going around and around, repeating the same material
B) Conditional music based on actions in the game
C) Vertical re-orchestrations of a piece of music
D) Multiple parts that can be muted on and off and re-combined in many different ways to increase variation
Question
Which description fits a stern interaction?

A) Going around and around, repeating the same material
B) Conditional music based on actions in the game
C) Vertical re-orchestrations of a piece of music
D) Multiple parts that can be muted on and off and re-combined in many different ways to increase variation
Question
Which description fits a layering interaction?

A) Going around and around, repeating the same material
B) Conditional music based on actions in the game
C) Vertical re-orchestrations of a piece of music
D) Multiple parts that can be muted on and off and re-combined in many different ways to increase variation
Question
A stinger transition is described as?

A) A common musical transition in which one piece of music fades out and another may or may not begin afterward
B) Fade one cue out as the other cue fades in
C) A way to cover a fade using a special piece of music
D) A trigger of musical phrases end to end, so as one piece is ending, the next piece begins
Question
A cross-fade transition is described as?

A) A trigger of musical phrases end to end, so as one piece is ending, the next piece begins
B) Fade one cue out as the other cue fades in
C) A way to cover a fade using a special piece of music
D) A common musical transition in which one piece of music fades out and another may or may not begin afterward
Question
A cue-to-cue transition is described as?

A) A trigger of musical phrases end to end, so as one piece is ending, the next piece begins
B) Fade one cue out as the other cue fades in
C) A way to cover a fade using a special piece of music
D) A common musical transition in which one piece of music fades out and another may or may not begin afterward
Question
The most famous example of early adaptive music is the music in?

A) Space Invaders
B) Pac-Man
C) Dungeons & Dragons
D) Donkey Kong
Question
When does interactive music occur?

A) When the interaction is between the player and other aspects of the game design such as visuals and game mechanics
B) When one piece of music fades out and another may or may not begin afterward
C) When a trigger of musical phrases occurs end to end, so as one piece is ending, the next piece begins
D) When a player is making game-play decisions based on what he/she consciously hears in the music
Question
When does adaptive music occur?

A) When the interaction is between the player and other aspects of the game design such as visuals and game mechanics
B) When one piece of music fades out and another may or may not begin afterward
C) When a trigger of musical phrases occurs end to end, so as one piece is ending, the next piece begins
D) When a player is making game-play decisions based on what he/she consciously hears in the music
Question
To what does the term key refer?

A) The variation of volume
B) The change of tempos
C) The scale or mode that an individual piece of music is in
D) The emotion of a piece changed by the instruments that are playing
Question
To what does the term tempo refer?

A) The variation of volume
B) The speeding up or slowing down the music
C) The scale or mode that an individual piece of music is in
D) The emotion of a piece changed by the instruments that are playing
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Deck 4: Compose Yourself!
1
Compared to writing music for a two-hour film, music for a game might need to be played for as long as?

A) 60 minutes
B) 100 hours
C) 10 hours
D) 20 minutes
B
2
Which is a question that is not raised by game composers?

A) If you don't know how long the player will stay in a game level, how long should you make the piece of music for that level?
B) If the action and intensity speed up as the player goes further into the level, should the music speed up and slow down as well?
C) How can we be most effective dealing with the complexities of a game's linear medium?
D) How do I know what format to deliver my music in?
C
3
Game-music composers have always had to be comfortable with each of the following, except?

A) Machines
B) Computing
C) Creating illusions
D) Manipulating its linear medium
D
4
A good musical soundtrack includes identifying locations and settings of a game. This could be done by?

A) Using a catchy title theme
B) Defining the surroundings
C) Including specific musical passages associated with a character that can subconsciously clue a player into what is happening in a game.
D) Using fast beats
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
5
A good musical soundtrack includes setting the mood and overall tone of a game. This could be done by?

A) Using a catchy title theme
B) Defining the surroundings
C) Including specific musical passages associated with a character that can subconsciously clue a player into what is happening in a game.
D) Using fast beats
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
6
A good musical soundtrack includes identifying characters within a game. This could be done by?

A) Using a catchy title theme
B) Defining the surroundings
C) Including specific musical passages associated with a character that can subconsciously clue a player into what is happening in a game.
D) Using fast beats
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
7
A good musical soundtrack includes establishing the pace of gameplay. This could be done by?

A) Using a catchy title theme
B) Defining the surroundings
C) Including specific musical passages associated with a character that can subconsciously clue a player into what is happening in a game.
D) Using fast beats
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
8
A good musical soundtrack includes increasing a player's sense of immersion in a game. This could be done by?

A) Using a catchy title theme
B) Defining the surroundings
C) Including specific musical passages associated with a character that can subconsciously clue a player into what is happening in a game.
D) Providing an emotional underpinning to the whole experience
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
9
Which description fits a looping interaction?

A) Going around and around, repeating the same material
B) Conditional music based on actions in the game
C) Vertical re-orchestrations of a piece of music
D) Multiple parts that can be muted on and off and re-combined in many different ways to increase variation
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
10
Which description fits a branching interaction?

A) Going around and around, repeating the same material
B) Conditional music based on actions in the game
C) Vertical re-orchestrations of a piece of music
D) Multiple parts that can be muted on and off and re-combined in many different ways to increase variation
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
11
Which description fits a stern interaction?

A) Going around and around, repeating the same material
B) Conditional music based on actions in the game
C) Vertical re-orchestrations of a piece of music
D) Multiple parts that can be muted on and off and re-combined in many different ways to increase variation
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
12
Which description fits a layering interaction?

A) Going around and around, repeating the same material
B) Conditional music based on actions in the game
C) Vertical re-orchestrations of a piece of music
D) Multiple parts that can be muted on and off and re-combined in many different ways to increase variation
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
13
A stinger transition is described as?

A) A common musical transition in which one piece of music fades out and another may or may not begin afterward
B) Fade one cue out as the other cue fades in
C) A way to cover a fade using a special piece of music
D) A trigger of musical phrases end to end, so as one piece is ending, the next piece begins
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
14
A cross-fade transition is described as?

A) A trigger of musical phrases end to end, so as one piece is ending, the next piece begins
B) Fade one cue out as the other cue fades in
C) A way to cover a fade using a special piece of music
D) A common musical transition in which one piece of music fades out and another may or may not begin afterward
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
15
A cue-to-cue transition is described as?

A) A trigger of musical phrases end to end, so as one piece is ending, the next piece begins
B) Fade one cue out as the other cue fades in
C) A way to cover a fade using a special piece of music
D) A common musical transition in which one piece of music fades out and another may or may not begin afterward
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
16
The most famous example of early adaptive music is the music in?

A) Space Invaders
B) Pac-Man
C) Dungeons & Dragons
D) Donkey Kong
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
17
When does interactive music occur?

A) When the interaction is between the player and other aspects of the game design such as visuals and game mechanics
B) When one piece of music fades out and another may or may not begin afterward
C) When a trigger of musical phrases occurs end to end, so as one piece is ending, the next piece begins
D) When a player is making game-play decisions based on what he/she consciously hears in the music
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
18
When does adaptive music occur?

A) When the interaction is between the player and other aspects of the game design such as visuals and game mechanics
B) When one piece of music fades out and another may or may not begin afterward
C) When a trigger of musical phrases occurs end to end, so as one piece is ending, the next piece begins
D) When a player is making game-play decisions based on what he/she consciously hears in the music
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
19
To what does the term key refer?

A) The variation of volume
B) The change of tempos
C) The scale or mode that an individual piece of music is in
D) The emotion of a piece changed by the instruments that are playing
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
20
To what does the term tempo refer?

A) The variation of volume
B) The speeding up or slowing down the music
C) The scale or mode that an individual piece of music is in
D) The emotion of a piece changed by the instruments that are playing
Unlock Deck
Unlock for access to all 20 flashcards in this deck.
Unlock Deck
k this deck
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Unlock Deck
Unlock for access to all 20 flashcards in this deck.