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