Take a 25 question quiz to test and certify your knowledge of the tutorial-video course
FMOD Studio 101 - Introducing FMOD Studio.
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  • 1

    Why would you use a transition region?

  • 2

    How is the playhead in the timeline tab different from the parameter tabs?

  • 3

    How do you listen to many events at once?

  • 4

    What is realtime parameter control?

  • 5

    What is the FMOD GUI trying to emulate?

  • 6

    What is the difference between a Programmer Sound and a Single Sound?

  • 7

    What is an example of a game engine parameter?

  • 8

    What file types are created in a bank?

  • 9

    Why would you use a transition region?

  • 10

    What is the difference between real-time parameter control and automation?

  • 11

    What does ‘Scope In' mean?

  • 12

    What can the deck show at any one time?

  • 13

    In a Scatter Sound, how do you tell it how many sounds can play at once?

  • 14

    What is the audio bin used for?

  • 15

    What is the easiest way to assign automation to a control?

  • 16

    How is sound coming from an Event shown in the mixer?

  • 17

    How do you randomize the list of sounds in a Multi-Sound

  • 18

    How are effects routed into the Mixer from an event?

  • 19

    What is NOT saved in a project folder?

  • 20

    What is the difference between Pre and Post effects?

  • 21

    What is an ‘Input' in the mixer?

  • 22

    How can Events be organized in the Event List?

  • 23

    What does a sustain marker do?

  • 24

    How does a Snapshot Work?

  • 25

    Which CANNOT be altered in the deck when a Single Sound is selected?

FMOD Studio 101
Introducing FMOD Studio
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