actual sound
shock mount
synthesizer
sound engineering
file-naming convention
sound context
composite sound
mount
sound meter
windscreen
chorus
mixing
cue
boom mouny
mono
bit rate
sound rendering
voice actor
database
sampling frequency
canned sound
sound FX
composing
field recording
Red Book standard
Number of bits of data transferred per second; refers to the number of bits of information recorded for every unit of time, such as bits per second (bit/s).
Sound made by a real object, animal, or person.
Similar to reverb except it adds a delay to the sound to simulate more than one sound source.
Made by a sound engineer using a microphone and recording device outside of the studio.
Trigger for an action, such as playing a sound sample.
Measures the level, or volume, of sound in decibels.
Refers to specifications for the physical properties of compact discs and for the digital audio on the discs.
Device used to hold and place a microphone.
Places the microphone at the end of a long overhead pole so the microphone can be placed above the source being recorded.
Description of what and where an action is occurring.
A prerecorded, standard or stock sound that can be used in various applications; comes from the physical metal containers that were used to store tape recordings.
Person hired to be the voice of a game character.
Having a single audio channel; short for monophonic.
Active sounds or audio game assets used as content or artistic enhancements within gameplay and usually played in response to action in the game; also called sound effects.
Art and science of creating, editing, mixing, and synchronizing sounds
Several sound assets mixed to render a single sound.
Standardized way of naming an asset.
How many times per second the sound data are recorded.
Creating music.
Suspends the microphone on rubber or springs so any vibration from the main mount will not interfere with the recording.
Organized system of storing information that allows for searching and retrieval of the data.
Foam or furry cover over a microphone that reduces wind noise detected by it.
Process of combining two or more recorded sounds into a single sound.
Process of using sound to communicate feelings, effects, and acoustic reality in a virtual world.
Creates artificial sounds from pure tones.
Description | Match: |
Organized system of storing information that allows for searching and retrieval of the data. | database |
Creating music. | composing |
Trigger for an action, such as playing a sound sample. | cue |
Sound made by a real object, animal, or person. | actual sound |
Similar to reverb except it adds a delay to the sound to simulate more than one sound source. | chorus |
Creates artificial sounds from pure tones. | synthesizer |
Person hired to be the voice of a game character. | voice actor |
Several sound assets mixed to render a single sound. | composite sound |
Measures the level, or volume, of sound in decibels. | sound meter |
Number of bits of data transferred per second; refers to the number of bits of information recorded for every unit of time, such as bits per second (bit/s). | bit rate |
Device used to hold and place a microphone. | mount |
A prerecorded, standard or stock sound that can be used in various applications; comes from the physical metal containers that were used to store tape recordings. | canned sound |
Process of combining two or more recorded sounds into a single sound. | mixing |
Description of what and where an action is occurring. | sound context |
How many times per second the sound data are recorded. | sampling frequency |
Active sounds or audio game assets used as content or artistic enhancements within gameplay and usually played in response to action in the game; also called sound effects. | sound FX |
Having a single audio channel; short for monophonic. | mono |
Process of using sound to communicate feelings, effects, and acoustic reality in a virtual world. | sound rendering |
Made by a sound engineer using a microphone and recording device outside of the studio. | field recording |
Art and science of creating, editing, mixing, and synchronizing sounds | sound engineering |
Standardized way of naming an asset. | file-naming convention |
Foam or furry cover over a microphone that reduces wind noise detected by it. | windscreen |
Suspends the microphone on rubber or springs so any vibration from the main mount will not interfere with the recording. | shock mount |
Places the microphone at the end of a long overhead pole so the microphone can be placed above the source being recorded. | boom mouny |
Refers to specifications for the physical properties of compact discs and for the digital audio on the discs. | Red Book standard |