Deck 2: Sound Design Theory

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Question
Sound that is literal and directly associated with an on-screen subject or action is referred to as…

A) Causal
B) Semantic
C) Reduced
D) Hard effect
E) Both a and d
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Question
Which of the following are examples of semantic sound?

A) Dialogue
B) Narration
C) Radio or television addresses
D) Morse code
E) All of the above
Question
When referring to a music cue, the term source music is generally substituted for diegetic sound.
Question
Another term for off-screen sounds is synchronous sound.
Question
SFX are panned or positioned literally to the on-screen placement of a character or action.
Question
Which of the following are examples of an isomorphic cue?

A) Music hitting with an eye blink
B) The sound of a ceiling fan morphing to a helicopter blade
C) Sneak steps
D) Both a and c
Question
Which of the following are diegetic.

A) Principle dialogue
B) Hard effects
C) Source music
D) BGs
E) All of the above
Question
Guided perception is the concept of using sound design to influence the audience's perception of a scene.
Question
A character speaking direct to camera is an example of diegetic sound.
Question
The concept of playing through a scene implies that the music does not hit with specific actions.
Question
When panning the sound of a moving object, it is important to observe the line, even when the sound continues off-screen.
Question
We don't always have to hear what we see, but we have to see what we hear.
Question
A pre-lap is a sound edit designed to draw the audience into the next scene.
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Deck 2: Sound Design Theory
1
Sound that is literal and directly associated with an on-screen subject or action is referred to as…

A) Causal
B) Semantic
C) Reduced
D) Hard effect
E) Both a and d
Causal
2
Which of the following are examples of semantic sound?

A) Dialogue
B) Narration
C) Radio or television addresses
D) Morse code
E) All of the above
All of the above
3
When referring to a music cue, the term source music is generally substituted for diegetic sound.
True
4
Another term for off-screen sounds is synchronous sound.
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5
SFX are panned or positioned literally to the on-screen placement of a character or action.
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6
Which of the following are examples of an isomorphic cue?

A) Music hitting with an eye blink
B) The sound of a ceiling fan morphing to a helicopter blade
C) Sneak steps
D) Both a and c
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7
Which of the following are diegetic.

A) Principle dialogue
B) Hard effects
C) Source music
D) BGs
E) All of the above
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8
Guided perception is the concept of using sound design to influence the audience's perception of a scene.
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9
A character speaking direct to camera is an example of diegetic sound.
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10
The concept of playing through a scene implies that the music does not hit with specific actions.
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11
When panning the sound of a moving object, it is important to observe the line, even when the sound continues off-screen.
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12
We don't always have to hear what we see, but we have to see what we hear.
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13
A pre-lap is a sound edit designed to draw the audience into the next scene.
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