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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
What is the difference between Pre and Post effects?
‘Pre' means Effects are applied before volume fader, and ‘Post' applies after volume fader
Pre' means the effect is being played in front of a group bus, and ‘Post' means it is occurring after the bus
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
2
What does ‘Scope In' mean?
‘Scoped In' is used to lock the state of a control
A control that has been scoped in will change to the snapshot's new value
‘Scoped In' zooms the screen to that particular control
A ‘Scoped In' event will play only when it receives code from the programmer
3
How do you randomize the list of sounds in a Multi-Sound
Click the ‘Die' so that it turns yellow
Choose a high value on the probability knob
Choose the randomize function from the edit menu
Double-click in the audio list
4
What does the Profiler do?
It is used to give feedback from the developer as a project management system
It sends a message to the programmer in real time while designing sounds in the event editor for immediate feedback
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
5
How can Events be organized in the Event List?
Containers
Faders and Knobs
Folders and Banks
Objects and Ornaments
6
What is an ‘Input' in the mixer?
An input receives audio from the Master out of an event
A physical input from the audio interface
An insert used to bus effects to other tracks in an event
A virtual input from other 3rd-party software
7
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
8
How do you listen to many events at once?
Open multiple Event Editors and use Spacebar to trigger them
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
9
What is the FMOD GUI trying to emulate?
An Analog Mixing Desk
A Digital Audio Workstation
An Object-Oriented Environment
A Container-based Game audio system
10
Why would you use a transition region?
Transition regions allow for synced areas within the region for transition to other markers
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 give a message to the programmer that a change will occur at a given point in the timeline
11
Which CANNOT be altered in the deck when a Single Sound is selected?
Probability of the sound occurring when triggered
Pitch
Time Compression and Expansion
Volume
12
What is realtime parameter control?
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
A method of applying ‘Latch' based automation in real time
13
What is NOT saved in a project folder?
Audio Assets
Builds
Unity Profiles
Events
14
How is the playhead in the timeline tab different from the parameter tabs?
In the timeline, it is absolute value. In the parameter tab, it is relative value
In the timeline, it is for playback, in the parameter tab, it is for automation
In the timeline it is for playback, the parameter tab show parameter values
In the timeline, it is for sequenced editing. In the parameter tab, it is for linear editing
15
How is sound coming from an Event shown in the mixer?
They are shown as Groups
They are shown as Inputs
They are shown as inserts
They are Shown as Busses
16
What is the difference between a Programmer Sound and a Single Sound?
Programmer Sounds are created to give ‘hooks' to the programmer to add their own sounds
A programmer sound is a line of C++ code written into the FMOD project
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
17
What is the difference between real-time parameter control and automation?
Realtime Parameter control overrides automation
Automation is used for the mixer only.
Realtime parameter control is automation that is controlled by a game engine parameter
Automation cannot be used in the Event Editor
18
In a Scatter Sound, how do you tell it how many sounds can play at once?
Create a parameter for probability and set it from 0–100
Use the Polyphony Knob
Choose ‘infinity' from the Scatter Sound Contextual Menu
Trigger the ‘Die'
19
How are effects routed into the Mixer from an event?
The event is placed between an insert and a bus
The Event has a Master output that feeds a bus in the mixer
The event is bussed to an instrument insert pre-fader
The event is routed through the Audio Midi Setup
20
How does a Snapshot Work?
Snapshots are presets of mixer layouts
Snapshots are presets of effect chains
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
21
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 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
22
What is an example of a game engine parameter?
All answers are correct-Parameters can be anything defined by the game programmer
Altitude
Attitude
Speed
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 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
Shift-select an event and choose ‘Add Automation' from the contextual menu
Create a parameter and use the ‘+' symbol in the tabs area
Control-click (or Command-click in Windows) and choose ‘Add Automation'
25
What can the deck show at any one time?
Mixer Status messages and dynamic range K-metering systems
Game State Changes and Programmer Feedback
Angles of diversion and panning sequences
Effects Chains, Sound Properties, Audio File Previews, Surround Panner, among other things
FMOD Studio 101
Introducing FMOD Studio
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