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. Allows sounds to be heard out of sequence.






2. An inaccurate reproduction of frequencies






3. General ambience of a location.






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






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






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






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






8. Use sliders to boost and/or cut frequencies






9. Occurs in a specific timeline or order






10. Captures reflections off a metal plate






11. Directing the signal to various destinations






12. Cutting the level






13. Optimizing the signal level between multiple devices






14. 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






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






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






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






18. Enables the Sound Designer to become the audio programmer






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






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






21. General ambience of a location.






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






23. Occurs in a specific timeline or order






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






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






26. Combined signals that exhibit phase cancellation and reinforcement






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






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






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






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






31. Directing the signal to various destinations






32. Combined signals that exhibit phase cancellation and reinforcement






33. Speed correction necessary when converting film to digital.






34. Use sliders to boost and/or cut frequencies






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






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






37. Uses a reflector dish to focus sound waves






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






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






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






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






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






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






44. 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






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






46. The reflections that occur in a room






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






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






49. Determines audio assets needed for a scene.






50. Determines audio assets needed for a scene.