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Multimedia Audio

Subject : engineering
Instructions:
  • Answer 50 questions in 15 minutes.
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  • Match each statement with the correct term.
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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. Sound effects that are recorded live in sync with a picture






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






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






4. 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






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






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






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






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






9. Captures reflections off a metal plate






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






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






12. Optimizing the signal level between multiple devices






13. Allows sounds to be heard out of sequence.






14. 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






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






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






17. General ambience of a location.






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






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






20. Use sliders to boost and/or cut frequencies






21. Determines audio assets needed for a scene.






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






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






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






25. 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






26. Allows sounds to be heard out of sequence.






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






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






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






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






31. General ambience of a location.






32. Enables the Sound Designer to become the audio programmer






33. Compilation of all footage captured for a single day. Edited and refined to make 1st cut.






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






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






36. Directing the signal to various destinations






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






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






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






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






41. Use sliders to boost and/or cut frequencies






42. Occurs in a specific timeline or order






43. Speed correction necessary when converting film to digital.






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






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






46. Determines audio assets needed for a scene.






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






48. Directing the signal to various destinations






49. Uses a reflector dish to focus sound waves






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







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