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Test your basic knowledge |
Multimedia Audio
Start Test
Study First
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. Group tracks designed to minimize the number of audio tracks used at final mixdown.
Interactive Sound Design
Premixes
Non-Linear Sound Design
Distortion
2. The reflections that occur in a room
Premixes
Virtual Instrument
Interactive Sound Design
Reverb
3. Software Synthesizers - These may be reproductions of existing instruments or completely new unheard of instruments.
Parametric EQ
Proximity Effect
Virtual Instrument
Flanger
4. Occurs in a specific timeline or order
Attenuation
Linear Sound Design
M & E Mix
Flanger
5. Restricts dynamic range by making loud sounds softer and softer sounds louder
Foley
Condenser Microphone
Compressor
Condenser Microphone
6. 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
Spotting
Gain Staging
Flanger
Noice Gate
7. Moving a mic closer to a source creates an apparent increase of bass frequencies
Proximity Effect
Talk Box
Gain Staging
Reverb
8. A speaker is aimed at a large metal sheet suspended in a tension mount. Mics capture reflection off of the plate.
Ribbon Microphone
Shotgun Microphone
Plate Reverb
Polar Pattern Diagram
9. Optimizing the signal level between multiple devices
Virtual Instrument
Graphic EQ
Resolving
Gain Staging
10. Sound effects that are recorded live in sync with a picture
Resolving
Non-Linear Sound Design
Proximity Effect
Foley
11. An inaccurate reproduction of frequencies
3 Sections of a Console
Proximity Effect
Chorus
Distortion
12. Enable the user to adjust every parameter of the device (frequency - amplitude - bandwidth)
Linear Sound Design
Gain Staging
Non-Linear Sound Design
Parametric EQ
13. Provides and audio and visual cue used for sync.
Resolving
Room Tone
Slate
Implementation Engine/Tool
14. Jackfield - Channel/ I/O Strip - Master Section
Graphic EQ
Room Tone
Condenser Microphone
3 Sections of a Console
15. A chart of the sound elements in a mix.
Sound Map
Non-Linear Sound Design
Compressor
Parabolic Microphone
16. 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
Condenser Microphone
Signal Flow
M & E Mix
Parametric EQ
17. A speaker is aimed at a large metal sheet suspended in a tension mount. Mics capture reflection off of the plate.
Chorus
3 Sections of a Console
Sound Map
Plate Reverb
18. Allows sounds to be heard out of sequence.
Talk Box
Attenuation
Non-Linear Sound Design
Shotgun Microphone
19. Captures reflections off a metal plate
Premixes
Flanger
Implementation Engine/Tool
Boundary Microphone
20. Captures reflections off a metal plate
Interactive Sound Design
Noice Gate
Parabolic Microphone
Boundary Microphone
21. Cutting the level
Interactive Sound Design
Talk Box
Attenuation
3 Sections of a Console
22. Speed correction necessary when converting film to digital.
Resolving
Noice Gate
Signal Flow
Dynamic Microphone
23. Order in which a signal passes through different pieces of gear
Chorus
Linear Sound Design
Dailies
Signal Flow
24. Sound design that changes and adapts to a player's commands.
Sound Map
Foley
Interactive Sound Design
Dynamic Microphone
25. Enables the Sound Designer to become the audio programmer
Implementation Engine/Tool
3 Sections of a Console
Reverb
Premixes
26. Determines audio assets needed for a scene.
Non-Linear Sound Design
Distortion
Parabolic Microphone
Spotting
27. General ambience of a location.
Room Tone
Phaser
Signal Flow
Proximity Effect
28. Similar to dynamic mics - but use a thin metal ribbon instead of a moving coil.
Ribbon Microphone
Attenuation
Polar Pattern Diagram
Parabolic Microphone
29. Provides and audio and visual cue used for sync.
Gain Staging
Slate
Interactive Sound Design
Polar Pattern Diagram
30. Allows sounds to be heard out of sequence.
Chorus
Non-Linear Sound Design
Virtual Instrument
Parametric EQ
31. Compilation of all footage captured for a single day. Edited and refined to make 1st cut.
Parametric EQ
Flanger
Dailies
Proximity Effect
32. Directing the signal to various destinations
Slate
Virtual Instrument
Signal Routing
Sound Map
33. An inaccurate reproduction of frequencies
Condenser Microphone
Reverb
Distortion
Phaser
34. A chart of the sound elements in a mix.
Ribbon Microphone
Shotgun Microphone
Sound Map
Attenuation
35. Speed correction necessary when converting film to digital.
Resolving
Distortion
Ribbon Microphone
Slate
36. An interference tube blocks sound from the sides and back of the mic allowing the front sounds to be 'unmasked.'
Shotgun Microphone
Compressor
Gain Staging
Resolving
37. An interference tube blocks sound from the sides and back of the mic allowing the front sounds to be 'unmasked.'
Graphic EQ
Shotgun Microphone
Reverb
Compressor
38. Restricts dynamic range by making loud sounds softer and softer sounds louder
Compressor
Ribbon Microphone
Polar Pattern Diagram
Slate
39. Cutting the level
Noice Gate
Attenuation
Linear Sound Design
Distortion
40. General ambience of a location.
Shotgun Microphone
Phaser
Compressor
Room Tone
41. Use sliders to boost and/or cut frequencies
Resolving
Graphic EQ
Parabolic Microphone
Implementation Engine/Tool
42. VST - AU - RTAS - Direct X - HD-TDM
Implementation Engine/Tool
Compressor
Plug-In Formats
Attenuation
43. Uses a reflector dish to focus sound waves
Sound Map
Compressor
Noice Gate
Parabolic Microphone
44. Used to silence a recording or instrument during very quiet sections
Boundary Microphone
Interactive Sound Design
Noice Gate
Implementation Engine/Tool
45. The reflections that occur in a room
Attenuation
Reverb
Sound Map
3 Sections of a Console
46. Multiple signals played back - each signal is delayed separately which creates a subtle pitch and timing difference
Gain Staging
Foley
Attenuation
Chorus
47. A visual representation of area - frequency response and reach.
Parabolic Microphone
Premixes
Polar Pattern Diagram
Chorus
48. Music and Effects mix. Dialogue stem removed. Foreign studios replace dialogue track with local talent.
Parametric EQ
M & E Mix
Virtual Instrument
Resolving
49. A moving coil is suspended in a magnetic field. The movement creates a current which is amplified.
Linear Sound Design
Dailies
Spotting
Dynamic Microphone
50. Occurs in a specific timeline or order
Plug-In Formats
Linear Sound Design
Distortion
Foley