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






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






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






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






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






6. 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






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






8. Occurs in a specific timeline or order






9. 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






10. Determines audio assets needed for a scene.






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






12. Cutting the level






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






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






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






16. Uses a reflector dish to focus sound waves






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






18. Directing the signal to various destinations






19. Optimizing the signal level between multiple devices






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






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






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






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






24. An inaccurate reproduction of frequencies






25. Directing the signal to various destinations






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






27. 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






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






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






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






31. Enables the Sound Designer to become the audio programmer






32. Use sliders to boost and/or cut frequencies






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






34. Allows sounds to be heard out of sequence.






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






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






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






38. Captures reflections off a metal plate






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






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






41. Enables the Sound Designer to become the audio programmer






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






43. Determines audio assets needed for a scene.






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






45. General ambience of a location.






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






47. Optimizing the signal level between multiple devices






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






49. The reflections that occur in a room






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