Test your basic knowledge |

Multimedia Audio

Subject : engineering
Instructions:
  • Answer 50 questions in 15 minutes.
  • If you are not ready to take this test, you can study here.
  • Match each statement with the correct term.
  • Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.

This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. The reflections that occur in a room






2. Restricts dynamic range by making loud sounds softer and softer sounds louder






3. Sound effects that are recorded live in sync with a picture






4. Optimizing the signal level between multiple devices






5. Order in which a signal passes through different pieces of gear






6. Used to silence a recording or instrument during very quiet sections






7. VST - AU - RTAS - Direct X - HD-TDM






8. An interference tube blocks sound from the sides and back of the mic allowing the front sounds to be 'unmasked.'






9. Uses a reflector dish to focus sound waves






10. The reflections that occur in a room






11. Provides and audio and visual cue used for sync.






12. Determines audio assets needed for a scene.






13. The sound is directed via a tube to your mouth where it is shaped by your mouth.






14. Sound effects that are recorded live in sync with a picture






15. Enable the user to adjust every parameter of the device (frequency - amplitude - bandwidth)






16. Group tracks designed to minimize the number of audio tracks used at final mixdown.






17. Multiple signals played back - each signal is delayed separately which creates a subtle pitch and timing difference






18. Uses a reflector dish to focus sound waves






19. Restricts dynamic range by making loud sounds softer and softer sounds louder






20. Sound design that changes and adapts to a player's commands.






21. Combined signals that exhibit phase cancellation and reinforcement






22. A visual representation of area - frequency response and reach.






23. Similar to dynamic mics - but use a thin metal ribbon instead of a moving coil.






24. Multiple signals played back - each signal is delayed separately which creates a subtle pitch and timing difference






25. Music and Effects mix. Dialogue stem removed. Foreign studios replace dialogue track with local talent.






26. Directing the signal to various destinations






27. A chart of the sound elements in a mix.






28. General ambience of a location.






29. Two signals are played back simultaneously. Small delays cause one of the signals to play out of sync. This causes a 'comb filter effect' to be created






30. An inaccurate reproduction of frequencies






31. Use sliders to boost and/or cut frequencies






32. A speaker is aimed at a large metal sheet suspended in a tension mount. Mics capture reflection off of the plate.






33. Occurs in a specific timeline or order






34. Contains two parallel plates-one stationary/one moving. A diaphragm is attached to the moving plate and when moved creates a voltage change that is amplified






35. Jackfield - Channel/ I/O Strip - Master Section






36. Jackfield - Channel/ I/O Strip - Master Section






37. A speaker is aimed at a large metal sheet suspended in a tension mount. Mics capture reflection off of the plate.






38. Directing the signal to various destinations






39. Music and Effects mix. Dialogue stem removed. Foreign studios replace dialogue track with local talent.






40. The sound is directed via a tube to your mouth where it is shaped by your mouth.






41. A moving coil is suspended in a magnetic field. The movement creates a current which is amplified.






42. Allows sounds to be heard out of sequence.






43. Determines audio assets needed for a scene.






44. Speed correction necessary when converting film to digital.






45. Moving a mic closer to a source creates an apparent increase of bass frequencies






46. Enables the Sound Designer to become the audio programmer






47. Group tracks designed to minimize the number of audio tracks used at final mixdown.






48. Cutting the level






49. Sound design that changes and adapts to a player's commands.






50. Software Synthesizers - These may be reproductions of existing instruments or completely new unheard of instruments.