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In game audio, REVERB simulates which acoustic phenomenon of the environment?
AA single discrete echo only with no decay
BMany delayed, decaying reflections off surfaces
CA high-pass filter at 8 kHz cutoff
DA pure pitch shift by an octave at most
Answer & Solution
Correct answer: B. Many delayed, decaying reflections off surfaces
FMOD + Wwise reverb: dense reflection pattern simulates room acoustics (cathedral, small room, etc.). Echo is a single discrete delay.
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