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






2. Occurs in a specific timeline or order






3. An inaccurate reproduction of frequencies






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






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






6. Cutting the level






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






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






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






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






11. Combined signals that exhibit phase cancellation and reinforcement






12. Occurs in a specific timeline or order






13. Combined signals that exhibit phase cancellation and reinforcement






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






15. Allows sounds to be heard out of sequence.






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






17. Speed correction necessary when converting film to digital.






18. Captures reflections off a metal plate






19. Determines audio assets needed for a scene.






20. Speed correction necessary when converting film to digital.






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






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






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






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






25. Enables the Sound Designer to become the audio programmer






26. Cutting the level






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






28. 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






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






30. Optimizing the signal level between multiple devices






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






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






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






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






35. 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






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






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






38. The reflections that occur in a room






39. Optimizing the signal level between multiple devices






40. General ambience of a location.






41. Uses a reflector dish to focus sound waves






42. 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






43. Directing the signal to various destinations






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






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






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






47. Enables the Sound Designer to become the audio programmer






48. General ambience of a location.






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






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







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