Library
Articles
Pricing
Faculty
AudioPedia
Support
Login
Sign Up
Share
Go
or browse by category
Audio
Video
Graphics
Productivity
Web
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 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
2
What is an ‘Input' in the mixer?
An insert used to bus effects to other tracks in an event
An input receives audio from the Master out of an event
A virtual input from other 3rd-party software
A physical input from the audio interface
3
What is the difference between real-time parameter control and automation?
Realtime parameter control is automation that is controlled by a game engine parameter
Realtime Parameter control overrides automation
Automation cannot be used in the Event Editor
Automation is used for the mixer only.
4
How do you listen to many events at once?
In the mixer, choose the mixer inputs and hit Shift-E
In the Event editor, select all of the events using Shift-A and hit the Spacebar
Use the cue area to trigger all of the events at once using Shift-Spacebar
Open multiple Event Editors and use Spacebar to trigger them
5
What is the easiest way to assign automation to a control?
Create a parameter and use the ‘+' symbol in the tabs area
Create a new track and select ‘Automation' in the properties window on the right of the screen
Control-click (or Command-click in Windows) and choose ‘Add Automation'
Shift-select an event and choose ‘Add Automation' from the contextual menu
6
What is the FMOD GUI trying to emulate?
A Container-based Game audio system
An Analog Mixing Desk
An Object-Oriented Environment
A Digital Audio Workstation
7
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 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 create dynamic changes to the mixer snapshot
8
What does a sustain marker do?
A sustain point is used to lengthen sound attributes
A sustain point creates a MIDI envelope event for a set period of time
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
9
How do you randomize the list of sounds in a Multi-Sound
Choose a high value on the probability knob
Choose the randomize function from the edit menu
Double-click in the audio list
Click the ‘Die' so that it turns yellow
10
In a Scatter Sound, how do you tell it how many sounds can play at once?
Use the Polyphony Knob
Trigger the ‘Die'
Create a parameter for probability and set it from 0–100
Choose ‘infinity' from the Scatter Sound Contextual Menu
11
What is an example of a game engine parameter?
All answers are correct-Parameters can be anything defined by the game programmer
Attitude
Altitude
Speed
12
What is NOT saved in a project folder?
Audio Assets
Events
Builds
Unity Profiles
13
What is the difference between Pre and Post effects?
Pre' separates the effect from the deck, and ‘post' posts the effect to the deck
‘Pre' means Effects are applied before volume fader, and ‘Post' applies after volume fader
‘Pre' means the effects are preview ready, ‘post' means they have been written to the sound
Pre' means the effect is being played in front of a group bus, and ‘Post' means it is occurring after the bus
14
How does a Snapshot Work?
Snapshots are presets of mixer layouts
A Snapshot will change the value of Scoped In controls of the mixer when triggered
Snapshots are presets of effect chains
Snapshots keep a current CPU state of the project in a buffer for late use
15
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
16
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
17
What file types are created in a bank?
Ogg Vorbis, ADPCM, and PCM
Acid, MP4, H.264
MP3, VAG, and Sony
MP3, AAC, and Lossless
18
Which CANNOT be altered in the deck when a Single Sound is selected?
Pitch
Volume
Time Compression and Expansion
Probability of the sound occurring when triggered
19
What can the deck show at any one time?
Game State Changes and Programmer Feedback
Angles of diversion and panning sequences
Mixer Status messages and dynamic range K-metering systems
Effects Chains, Sound Properties, Audio File Previews, Surround Panner, among other things
20
Why would you use a transition region?
Transition regions give a message to the programmer that a change will occur at a given point in the timeline
Transition regions allow for synced areas within the region for transition to other markers
Transition Regions are used to create dynamic changes to the mixer snapshot
Transition regions are used to convert one kind of sound cue into another (Single sound -> multi-sound)
21
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 created to give ‘hooks' to the programmer to add their own sounds
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
22
How are effects routed into the Mixer from an event?
The Event has a Master output that feeds a bus in the mixer
The event is placed between an insert and a bus
The event is bussed to an instrument insert pre-fader
The event is routed through the Audio Midi Setup
23
What is realtime parameter control?
The ability to cause game state changes globally to the game engine
A method of applying ‘Latch' based automation in real time
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
24
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 the repository of FMOD builds for the current project
The audio bin is the audio editor
The audio bin is used to upload assets to Perforce
25
How can Events be organized in the Event List?
Objects and Ornaments
Faders and Knobs
Folders and Banks
Containers
FMOD Studio 101
Introducing FMOD Studio
You have answered
0
out of 25
questions.
You must
login
to take this quiz.
If you do not have an account, please
sign up
.
Get Your Grade
Cancel Quiz
Nice try! Unfortunately you didn't have enough correct answers to pass the quiz. No sweat! You can retake a quiz once per day.
-
-
You need 80% to pass this quiz
Retake Quiz
Back to the Course
View My Grades
Feedback
How are we doing?
We'd love your thoughts, feedback and questions regarding our new site. All feedback is appreciated!
We do not respond to this form! If you need support, please visit our
support page
.
Thank you for your input!
Your message has been successfully sent
Course Advisor
Don't Know Where To Start?
Ask A Course Advisor
Ask Us!
Copy the link below and paste it into an email, forum, or Facebook to share this with your friends.
copy
Make money when you share our links
Become an Ask.Video Affiliate!
The current affiliate rate is: 50%
Sign Up
Facebook
Twitter
Linkedin
Google+
Reddit
Pinterest
Classes Start Next Week!
Live 8-week Online Certification Classes for:
Logic Pro
Learn More
Ableton Live
Learn More
Bitwig
Learn More