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Certified Tester Game Testing

Domain 4Objective 1

Types of Sounds CT-GAME Practice Questions (Page 1)

Part of the Sound Testing domain, which makes up ~17% of our current practice bank. ISTQB does not publish an official question count, but from its 60-minute exam (~25–40 total, ~4–7 in this domain), expect 1–1 from this objective — we provide 19 practice questions to prepare you well beyond it. (estimate)

19questions here
4free pages
4concepts

Questions 1–5

  1. 1application · medium

    A tester is playing a survival horror game. The player character is in a dark room, and the tester hears a faint whispering sound. The whispering appears to come from a specific corner of the room. As the player character turns to face the corner, the whispering becomes clearer and louder. Which sound placement feature is being demonstrated?

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  2. 2application · medium

    A tester is evaluating a first-person shooter. The player character is in a narrow corridor with a door at the end. An enemy is on the other side of the door, and the tester can hear the enemy's footsteps. However, the footsteps sound as if the enemy is in the same open room, with no muffling or volume reduction. Which sound placement feature is not being applied correctly?

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  3. 3application · medium

    A tester is verifying a horror game where the player's heart rate increases as they take damage. The game's audio team implemented a heartbeat sound that grows louder and faster as the player's health decreases, but only when the player is not in a menu. During a test session, the tester notices the heartbeat continues to play at the same intensity after the player pauses the game and opens the settings menu. Which type of sound behavior is the heartbeat sound intended to be, and what is the likely defect?

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  4. 4expert · hard

    A tester is working on a virtual reality (VR) game where the player can pick up and examine objects. The game includes a voice-over that provides hints when the player looks at a specific object. The voice-over is implemented as a non-diegetic sound that plays directly in the player's ears. During testing, the tester finds that the voice-over is too loud and overpowers the diegetic ambient sounds of the game world. The audio team wants to keep the voice-over non-diegetic but make it feel less intrusive. Which approach would best achieve this?

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  5. 5expert · medium

    A game studio is developing a mobile puzzle game. The audio team wants to include a background music track, sound effects for tile movements, and a voice-over for the tutorial. The game is targeted at players who may play in quiet environments. The audio director is concerned about the voice-over being too loud and the sound effects being too frequent. Which audio design approach would best address these concerns?

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