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Take a 25 question quiz to test and certify your knowledge of the tutorial-video course
FMOD Studio 101 - Introducing FMOD Studio.
Get a mark of 80% or higher to pass this quiz!
1
How do you listen to many events at once?
In the mixer, choose the mixer inputs and hit Shift-E
Use the cue area to trigger all of the events at once using Shift-Spacebar
In the Event editor, select all of the events using Shift-A and hit the Spacebar
Open multiple Event Editors and use Spacebar to trigger them
2
How do you randomize the list of sounds in a Multi-Sound
Choose the randomize function from the edit menu
Double-click in the audio list
Click the ‘Die' so that it turns yellow
Choose a high value on the probability knob
3
Why would you use a transition region?
Transition regions are used to convert one kind of sound cue into another (Single sound -> multi-sound)
Transition Regions are used to create dynamic changes to the mixer snapshot
Transition regions allow for synced areas within the region for transition to other markers
Transition regions give a message to the programmer that a change will occur at a given point in the timeline
4
What does ‘Scope In' mean?
‘Scoped In' zooms the screen to that particular control
A control that has been scoped in will change to the snapshot's new value
A ‘Scoped In' event will play only when it receives code from the programmer
‘Scoped In' is used to lock the state of a control
5
What is an ‘Input' in the mixer?
An insert used to bus effects to other tracks in an event
A physical input from the audio interface
A virtual input from other 3rd-party software
An input receives audio from the Master out of an event
6
What is realtime parameter control?
A method of applying ‘Latch' based automation in real time
The ability to cause game state changes globally to the game engine
The ability to assign a given parameter from the game engine to a controller in an event
The ability to move a knob while the game engine is running
7
What is the difference between real-time parameter control and automation?
Automation is used for the mixer only.
Automation cannot be used in the Event Editor
Realtime Parameter control overrides automation
Realtime parameter control is automation that is controlled by a game engine parameter
8
Which CANNOT be altered in the deck when a Single Sound is selected?
Probability of the sound occurring when triggered
Time Compression and Expansion
Volume
Pitch
9
What is the difference between a Programmer Sound and a Single Sound?
A programmer sound allows for the game programmer to call out that sound directly from code
Programmer sounds are simple sound markers and don't actually contain a sound file
A programmer sound is a line of C++ code written into the FMOD project
Programmer Sounds are created to give ‘hooks' to the programmer to add their own sounds
10
How does a Snapshot Work?
Snapshots keep a current CPU state of the project in a buffer for late use
A Snapshot will change the value of Scoped In controls of the mixer when triggered
Snapshots are presets of effect chains
Snapshots are presets of mixer layouts
11
What does the Profiler do?
It sends a message to the programmer in real time while designing sounds in the event editor for immediate feedback
It is used to give feedback from the developer as a project management system
It links FMOD Studio to a given PerForce account, allowing for realtime auditioning of builds in game
Gives a realtime readout of the resources being consumed by the FMOD project, and inspects the health of the project
12
What does a sustain marker do?
A sustain point creates a MIDI envelope event for a set period of time
A sustain point is used to lengthen sound attributes
A sustain point will loop a given section of audio until a cue is given to move on
A sustain point will stop playback until a cue is given
13
How is the playhead in the timeline tab different from the parameter tabs?
In the timeline it is for playback, the parameter tab show parameter values
In the timeline, it is for playback, in the parameter tab, it is for automation
In the timeline, it is absolute value. In the parameter tab, it is relative value
In the timeline, it is for sequenced editing. In the parameter tab, it is for linear editing
14
What is the audio bin used for?
It is the holding area of all of the audio files for the entire project
The audio bin is used to upload assets to Perforce
The audio bin is the audio editor
The audio bin is the repository of FMOD builds for the current project
15
Why would you use a transition region?
Transition Regions are used to create dynamic changes to the mixer snapshot
Transition regions allow for synced areas within the region for transition to other markers
Transition regions give a message to the programmer that a change will occur at a given point in the timeline
Transition regions are used to convert one kind of sound cue into another (Single sound -> multi-sound)
16
How can Events be organized in the Event List?
Objects and Ornaments
Faders and Knobs
Folders and Banks
Containers
17
What can the deck show at any one time?
Mixer Status messages and dynamic range K-metering systems
Game State Changes and Programmer Feedback
Effects Chains, Sound Properties, Audio File Previews, Surround Panner, among other things
Angles of diversion and panning sequences
18
What is the easiest way to assign automation to a control?
Create a new track and select ‘Automation' in the properties window on the right of the screen
Create a parameter and use the ‘+' symbol in the tabs area
Control-click (or Command-click in Windows) and choose ‘Add Automation'
Shift-select an event and choose ‘Add Automation' from the contextual menu
19
What is an example of a game engine parameter?
Altitude
All answers are correct-Parameters can be anything defined by the game programmer
Speed
Attitude
20
How is sound coming from an Event shown in the mixer?
They are shown as inserts
They are shown as Inputs
They are Shown as Busses
They are shown as Groups
21
How are effects routed into the Mixer from an event?
The event is routed through the Audio Midi Setup
The event is placed between an insert and a bus
The event is bussed to an instrument insert pre-fader
The Event has a Master output that feeds a bus in the mixer
22
What is the difference between Pre and Post effects?
Pre' means the effect is being played in front of a group bus, and ‘Post' means it is occurring after the bus
‘Pre' means Effects are applied before volume fader, and ‘Post' applies after volume fader
Pre' separates the effect from the deck, and ‘post' posts the effect to the deck
‘Pre' means the effects are preview ready, ‘post' means they have been written to the sound
23
What file types are created in a bank?
Ogg Vorbis, ADPCM, and PCM
MP3, VAG, and Sony
MP3, AAC, and Lossless
Acid, MP4, H.264
24
What is NOT saved in a project folder?
Builds
Unity Profiles
Audio Assets
Events
25
What is the FMOD GUI trying to emulate?
A Digital Audio Workstation
A Container-based Game audio system
An Object-Oriented Environment
An Analog Mixing Desk
FMOD Studio 101
Introducing FMOD Studio
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