Sound Sense!
"Sound Sense" is a live sound engineering manual that focuses on the
fundamentals of sound and sound reinforcement, and has been an excellent
resource for training and developing budding sound technicians at various
skill levels. Please print the manual out for your own or your organization's
instructional use only. Feedback and questions can be directed to: Edward
Craner, Little Peach Music, Inc. e-mail: ecraner@littlepeach.com
Introduction
Basic Operations
Intermediate Operations
"Sound Sense" is written by Edward Craner and Scott MacGill.
Copyright © 1990.
FOREWORD
After many frustrating years of listening to talented musicians sound
like they just lost the $1.98 talent show, or a seminar speaker sound
as if she was suffering from chronic nasal congestion, an attempt has
been made to do something about it. The world of sound reinforcement
has always seemed to be filled with two categories of people: 1. Wannabe
musicians who have the musical background, but have little or no comprehension
as to the technical aspect, and usually have a chip on their shoulder
that inhibits their effectiveness; 2. Technically oriented people who
understand the principles of sound, but couldn't hear the subtleties
in a song's mix if their life depended on it, as well as having the
wrong temperament for working with the unpredictable and usually flaky
attitude of a musician. Our answer? "Hello Left Brain, meet Right Brain."
This manual is designed to assist individuals and organizations in applying
the practical elements of sound reinforcement from both the technical
view as well as the aesthetical. By combining these two separate but
equally important elements of sound reinforcement, a well-rounded and
diverse set of skills can be developed. The key, however, is to apply
them as you learn them. This course wasn't designed with acoustical
engineers in mind, although even they might find it helpful. Instead,
this manual was prepared for those of us who, through no fault of our
own, have found ourselves in the operator's seat of this thing called
a sound system. It's also for those who have an interest in sound but
prefer not to get a formal education from a university. Or maybe people
who just want to broaden their horizons. At any rate, that's why we
created this manual and the coursework it contains: to give people the
opportunity to learn and implement the basic elements of sound reinforcement.
This manual is broken down into four user sections, catering to the
reader's ability at each level. For instance, Section I is designed
to introduce you to the properties of sound and how to visualize some
of sound's characteristics. This will establish a foundation on which
to build on. We recommend that even if you feel confident with your
basic sound knowledge, read each section. We are certain something new
will be introduced and will be worth your effort. Sections II, III and
IV continue to take you step by step through the components of a sound
system, the functions of a microphone, equalization fundamentals, and
more. The information becomes more detailed and technically oriented
as the manual progresses, so again we encourage you to follow the course
as it is laid out. We hope this proves to be helpful in fulfilling your
engineering needs, developing your skills, and building your knowledge
and confidence. Sound is a great tool and can be effective when used
properly. Strive for excellence, be open to learning, and always remember
to...TURN IT UP!
INTRODUCTION:
As Julie Andrews said so many years ago, "Start at the very beginning,
it's a very fine place to start." Truer words have not been spoken.
Sound engineers everywhere have been thrown into positions where they
don't have the proper background, training, or practical skills. High
expectations for a flawless performance are placed on them, resulting
in anxieties, frustration, and D.R.A.'s (Dirty Rotten Attitudes). Section
I will start by establishing a philosophy of sound, helping you understand
the point-of-view of all parties involved. From there, we'll move to
the basic characteristics of sound, discovering how to visualize what
we hear. Finally, using analogies and comparisons, we'll end up with
a brief description of the very heart of sound reinforcement, the sound
system itself. The formula for learning is simple: KNOWLEDGE + APPLICATION
= PROFICIENCY. Start with that and you'll finish with the skills needed
to efficiently perform your sound engineering duties.
I-A: PHILOSOPHY OF SOUND: Having a philosophy
when taking on any task provides continuity, purpose, and a sense of
accomplishment. Developing a philosophy regarding the sound you produce
is important for all of these reasons, and will help maintain a focus
on the GOAL OF SOUND REINFORCEMENT, which is: To create an environment
where the majority of all listeners can comfortably hear a quality reproduction
and blend of the sound sources. Listed below are a couple of points
to consider when operating, choosing, or considering a sound reinforcement
system, and should be adapted to each situation, despite the size or
importance of the occasion. Striving for excellence each and every time
sound is considered paramount when dealing with sound reinforcement.
I-A-1: KNOW YOUR AUDIENCE: Let's face it, heavy metal should be run
at volumes that are painful and chamber music should be at a level that
is comfortable for sleeping. This has been established based on the
type of listeners each music attracts, and the demands the listeners
have put on the volume. Occasionally though, we find we can't choose
who is in the audience, and therefore must adapt each situation accordingly.
Here's an example. An venue predominantly attracts singles and young
married couples between the ages of 25 and 40. They were raised on The
Beatles, The Rolling Stones, and Vanilla Fudge. But also in the audience
are people who are more comfortable with Bobby Vinton, Henry Mancini,
and Dinah Shore. What a combination. The music performed is mostly contemporary
pop, with live drums, keyboards, guitars, and vocals. To do this style
of music justice and have it be intelligible over the live drums, the
engineer has to bring it up to volume levels that have stirred up some
controversy as to "how loud is too loud." Well, it's all based on the
vantage point of the listener and his/her personal preferences. This
is where philosophy comes in. Not wanting to offend or make anyone uncomfortable
is not a consideration, as was discovered. At that extreme, the quality
of the sound suffered greatly. So what's the answer? BALANCE. Determine
first-of-all what the average age and basic demographics are of your
audience. This will largely determine the volume, style of music, presentation,
etc. Second, be open to comments and criticism. Each of us have certain
strengths and weaknesses regarding how a performance could or should
sound. By disregarding another's input, we limit our growth in areas
that we might fall short. Of course if a person criticizes with malice,
kindly ask them to take a flying leap! Finally, be aware of the importance
sound reinforcement has in your venue and the part you play as the sound
engineer. A $10,000,000 auditorium with a $10,000 sound system is sure
to be disappointing. It isn't necessary to purchase the best of everything
and have the ability to accommodate all performance applications, but
the dynamic that is present when the sound matches the intensity of
the performers is beyond comparison. Today's listeners have higher standards
than ever due to the developments in home audio equipment, Hi-Fi V.C.R.'s,
stereo T.V.'s, compact discs, and DVD video. To maintain this standard
of sound in a live application, higher levels of skill and specialized
equipment are necessary.
I-A-2: CONSIDERING THE IMPORTANCE: When an organization requested assistance
in their start-up, they requested a budget for a sound system. Housed
in a remodeled a 4,000 square foot warehouse, a system that spent almost
25% of their $60,000 building budget was recommended for sound and lighting
equipment. The investment was never questioned because of the freedom
it gave them to produce quality sound reinforcement for singing groups,
bands, drama, and speakers. The sound system helped to provide a relaxed
environment free of any distractions due to system "buzz", feedback,
hum, piercing highs, or unintelligible lows. In contrast, a nearby venue
spent close to $1,000,000 on their building and only budgeted $6,000
for the sound system, waiting months in anticipation for the first service
in their new facility, only to be disappointed by the inadequate coverage
and low quality of sound. Sound is a powerful tool that can influence,
control, and even manipulate the listener. It sets a mood, and can often
"make or break" a production, whether it be a concert, speaking engagement,
or wedding. Think of the hours of preparation and anticipation that
are put into a performance that requires sound reinforcement. When that
production goes before the crowd, an inadequate system or a unqualified
operator can negate all of the preparation in the world. With this much
importance put on one element, it should have the attention it deserves.
When considering your next SOUND investment, whether it be in the form
of time, money, or effort, take the time to develop a realistic philosophy.
This will include an adequate budget, advice from qualified personnel,
and training for your sound engineers. You'll find you will have a SOUND
understanding, and when given a responsibility, it's just SOUND SENSE,
isn't it?
I-B: CHARACTERISTICS OF SOUND: Feedback.
Echo. Reverberation. 760 m.p.h. . . All of these terms relate to sound,
but what do they mean? This section will help you to better visualize
sound and the way it reacts, is generated, and received. It can be vital
information for anyone associated with any element of sound, whether
it be room design, sound equipment purchases, wall covering selection,
or the operation of a complete sound reinforcement system.
I-B-1: THE NUTS AND BOLTS: Throughout this manual we will be referring
to the analogy of water in reference to sound and its characteristics.
We chose water because of its visible similarities to sound. For instance,
the basic element in sound is referred to as a "wave," much like a wave
in water. The way sound reacts off of surfaces is also common to water,
in addition to the way a "source" (a rock, for instance) initiates waves
when thrown into a pool of water, as does a sound source (the human
voice) creates waves through the air when used (see diag. A).
I-B-1-a: VIBRATIONS = WAVES: Sound is nothing more than a series of
vibrations (waves) traveling through a substance, and then is read by
a device that can interpret these vibrations. The best examples are
the God-given instruments we are born with, our vocal chords and ears.
When our brain wants to communicate a thought, it instructs the vocal
chords to vibrate at certain speeds (talking) which along with air from
our lungs, produces sound waves and projects these sound waves in the
direction we are speaking. A person with a lower voice has vocal chords
that vibrate slower, thus producing a lower sound and a bigger sound
wave. Someone who has a high pitched voice has vocal chords that will
vibrate at a faster rate, producing a higher sound and a smaller (or
faster) sound wave. After the sound is initiated, it travels at an average
speed of 755 m.p.h. to the receiving instrument, your ear. Sound will
travel through any substance that will vibrate. Based on this principle,
the more prone a substance is to vibrations, the more accurate the vibration
will be when it reaches your ear, and of course the inverse applies
as well. For example, a concrete wall that is 10 inches thick will conduct
sound (vibrations) less efficiently than a 1/4 inch sheet of plywood.
When the sound finally reaches your ear, the waves are reinterpreted
by the small bones in your ear which vibrate at or close to the same
rate your vocal chords did. These vibrations are turned into signals
that are read by your brain and interpret the sound that was originally
generated. This concludes the creation and reception of sound. Simple,
and yet so amazing, isn't it?!
I-B-2: WHAT IS A FREQUENCY?: We mentioned earlier that the pitch or
how high/low a voice or sound was dependent on how fast the sound source
vibrated, thus producing either large sound waves (vibrations) for low
sounds, and small or fast sound waves for higher sounds. Let's explore
this a little closer. In the world of music, different notes of the
scale are referred to as a "pitch." When dealing with sound, different
pitches are referred to as "frequencies." A frequency is nothing more
than terminology given to sound waves. For example, a bass guitar produces
low frequencies, a human speaking voice is made up primarily of mid-
frequencies, and a piccolo emits high frequencies. All of these refer
to the size of wave that is produced by the given source.
I-B-3: REFLECTION AND ABSORPTION: Think back to our water comparison.
What happens when you're washing your car and you spray a window or
the side of the car head-on? It comes back and gets you wet, creating
great discomfort! Sound reacts in the same way when it comes in contact
with reflective surfaces, such as cement, metal, glass and hard plastic.
These surfaces act as a spring board for the sound, resulting in the
uncontrolled dispersion of the frequencies. For special effects in a
controlled situation this is fine, but it can be very annoying when
trying to control a sound source. These characteristics are the basis
for "feedback," that bothersome sound, usually in the form of a screech,
that comes about when a microphone is held in front of a speaker, or
a microphone is at too high of a level. Do some practical application.
Go into an empty room that has a cement or tile floor and concrete walls
(a tile bathroom in a commercial building works well). Clap your hands
together and listen for the result. You should hear an echoing effect,
which is the result of the frequencies produced by your hands, and then
bouncing off of the reflective surfaces. The more reflective the surface,
the longer and brighter the echo. This is referred to as a "live" or
"bright" room because of the reflective characteristics, and is the
basis for "reverb," which will be discussed later in this manual. In
contrast, find a room with carpeted floors, low ceilings with acoustical
tile, and filled with people. Perform the same test. The result? Other
than strange looks from those around you, you'll hear the original clap
of your hands and little, if any additional reverberations. All of the
elements in the room absorb sound opposed to reflecting it. Materials
that have deadening qualities include cloth curtains, unfinished wood,
and foam. The principle behind the theory is that when sound comes in
contact with a porous material, the sound is absorbed into the pores
and is trapped. This is why acoustical tile has so many little holes
in it. A room that is equipped with materials such as these mentioned
has reflective characteristics that make a room "dead" or "dark." This
designates little or no reflection. Further detail will be discussed
in room ambiance and speaker placement.
II. BASIC OPERATIONS: Let's recap. By now you
know that: sound is a vibration referred to as a wave; travels through
all types of substances; a series of waves is called a frequency; and
sound is reflected and absorbed by certain surfaces. You should also
have a general understanding of what a sound system does, in addition
to seeing the importance of proper sound reinforcement and the effect
it has on the listener. My, what wisdom you have attained! In this section,
BASIC OPERATIONS, you will be taken to the next step in developing solid,
sound engineering skills. Areas that will be discussed includes how
a microphone works, a more detailed look at the elements that make up
a sound system, sound equalization, the measurement of sound, and an
aesthetical angle on an otherwise technical subject. We recommend that
you read all of the sections, as reference will be made to them in the
upcoming portions of this manual.
II-A: MICROPHONE APPLICATION
II-A-1: HOW A MICROPHONE WORKS: In this section we'll learn how sound
is transformed (transduced) into a "signal," which is simply an electronic
impulse that is a reproduction of the sound that initiated it. This
is the basic purpose of a microphone, which is also referred to as a
transducer. Let's start from the beginning.
II-A-1-a: THE DYNAMIC MICROPHONE: When a sound source (a human voice,
for example) is applied to a microphone, the vibrations from the sound
source causes a diaphragm in the mic to vibrate at the same speed. The
diaphragm is a sensitive object that reacts to sound waves that are
directed toward it. This diaphragm is connected to a coil of wire that,
when passed through the magnetic field caused by the two magnets surrounding
the microphone, causes a low-level electrical current known as a "signal."
Since the coil is connected to the diaphragm, it passes through the
magnetic field at the same rate the diaphragm moves. This signal is
now an electrical replica of the sound source that initiated it. This
is the basis of a dynamic microphone. You will find that the dynamic
microphone is the most common type of mic due to its reasonable price
and its durability. It's commonly used in singing, speaking and instrument
micing applications.
II-A-1-b: THE CONDENSER MICROPHONE: A condenser microphone has the
same purpose as a dynamic mic, that is to transduce the acoustical signal
of the sound source into an electrical signal. But the process in doing
it, along with the application of a condenser differs greatly from that
of a dynamic mic. A dynamic mic is dependent on the force put forth
by the sound source to move the diaphragm, which in turn creates the
electrical signal. A condenser mic, however, is assisted by an additional
power source (that can be in the form of a battery or low-voltage current
sent from the mixing console, known as "phantom power") that makes it
more sensitive to subtle sounds. This creates a microphone that will
respond quicker and in a more accurate fashion to softer and less noticeable
sounds. With this added sensitivity comes an increased danger of damaging
the delicate parts. For this reason, condenser mics are used in applications
where durability, humidity and high sound levels are not present.
II-A-2: CHOOSING THE PROPER MICROPHONE: Too often we see microphones
used in applications they were never designed to be used in. For example,
a dynamic mic used as an overhead mic on a choir, or a condenser used
on a loud, raspy guitar. Selecting the proper mic for the proper application
is imperative to protect your equipment as well as get the sound you
desire. Following are some helpful hints that will assist you in this
selection. We will go into more detail as the course continues, giving
you more insight as to the specifics of mic selection in usage as well
as in purchasing.
II-A-2-a: SOUND PRESSURE LEVEL (S.P.L.) Aaaaaaaack! A technical term!
Now don't wig-out on us. We hate to do it, but it is necessary to introduce
terminology that you're not familiar with, and fortunate for all of
us this just happens to be one of the simpler ones. Sound Pressure Level
(S.P.L.) refers to the "volume" or "level" a sound is being disbursed.
For example, a jet engine during take-off has a high S.P.L., where a
flute has a low S.P.L. This, factored with the frequency that is coming
from the source that is being miced, are the basics for choosing the
proper mic. There, now wasn't that painless? Below is a general rule
that you can apply when deciding whether to use a dynamic mic or a condenser.
This isn't set in stone, and can be differentiated from as needed. NOTE:
Rule of thumb: When HIGH S.P.L.'s are present, use a dynamic mic, and
when LOW S.P.L.'s are present, a condenser mic is recommended. As we
stated earlier in this section, condenser microphones are more sensitive
to outside elements, and therefore have to be treated more carefully
than a dynamic microphone. This is also true in reference to the S.P.L.,
as indicated by the above diagram. A high S.P.L. will damage the sensitive
plates that are found in a condenser mic, and decrease its effectiveness
in its proper application. Now, that doesn't mean you can use a dynamic
mic to pound nails, although sometimes that's all certain ones are good
for! And it doesn't mean you have to provide a feather bed for the condenser--just
use common sense.
II-A-2-b: FREQUENCY RESPONSE: C'mon guys, two frightening terms in
one section! Yes, you guessed it! Frequency response is the second main
factor in choosing the proper microphone. And like S.P.L., won't seem
so threatening after you've read this section. In fact, you'll find
yourself using it the next time you and some friends get together--won't
they think you have some "SOUND SENSE." Alright, on with the show. Think
back to Section One when we talked about the characteristics of sound
(Section I-B-2). We stated that a frequency is nothing more than terminology
given to a sound wave and refers to its "speed" or "rate" (high frequency
= small and fast waves; low frequency = large and slow waves). When
selecting the proper mic, remember that manufacturers of microphones
design their products based on its response to certain frequencies,
or their "Frequency Response." Example: A microphone that is designed
for vocals would respond better to frequencies (sound waves) that are
produced by a human voice rather than the frequencies produced by the
bass drum of a drum set. That doesn't mean that it won't respond to
frequencies other than those it was designed for, but rather it won't
be as efficient. To determine the frequency response needed for each
application, further detail must be given to what frequencies are being
produced by the sound source. And that can wait until later in this
manual (thank you!:).
II-A-3: MICROPHONE ALTERNATIVES: The most basic microphone alternative
is, of course, yelling. But what a drag! So other designs were considered
and alternatives were invented. Remembering back earlier in this section,
we described a microphone as a "transducer," changing acoustical energy
into electrical energy. The alternatives we will discuss in this portion
of the manual will be the basics and will briefly inform you of the
options you have at your disposal.
II-A-3-a: DIRECT BOX Without getting into impedance and line-level
vs. mic level at this time, the best way to describe a direct box is
that it takes a signal from a source (usually a keyboard or some other
electronic sound source) and converts it into a signal that is formatted
differently. The instrument it converts it from is generally a single-pin
connector known as a "phono plug," and it converts it into a three-pin
plug known as an "XLR" connector. Chew on that for now and we'll clarify
it for you later. How a direct box benefits you is that it cuts down
on the amount of microphones you have, which eliminates feedback possibilities;
is usually less expensive; and gives a stronger, more complete signal
than a microphone would due to the energy lost when the signal goes
from the source, say a bass guitar amp, to the microphone. The drawbacks
of a direct box vs. a mic is that it doesn't allow for any ambient characteristics
that would be present due to the signal having to travel through the
air before reaching the microphone, in addition to the reflected sound
that would be coming into the mic from around the room. This leaves
you with what is referred to as a "dry" signal, meaning no part of the
signal has been effected by any outside forces.
II-A-3-b: ACOUSTIC PICKUP (comes in two-wheel or four-wheel drive):
Working again off of the vibrations generated by the sound source (usually
the strings of a guitar in this case), a "pickup" has sensors that interpret
the vibrations much like all other transducers. The difference being
that a pickup is designed for the frequencies and S.P.L.'s generated
by guitars. This allows a guitarist to simply plug in the guitar to
the amp, bypassing the need for a microphone. It also gives the guitarist
the ability to alter the pickup's capabilities, thus creating sounds
such as distortion, a hollow sound, a clean sound, a thin sound, etc.
II-A-3-c: CONTACT PICKUP Rather than detecting the sound vibrations
via the air, "contact pickups" detect the sound waves from a solid substance.
In sound reinforcement, they are used almost exclusively for instruments
such as an acoustical guitar, piano, or other instruments that have
resonant factors (are good conductors of sound). Because they are not
dependent on the air to carry the sound waves, they have a low feedback
level and therefore work well in live applications. The drawbacks include
the varied sound received due to where the contact pickup is placed
and the type of material the contact is placed on, and that you never
get pure sound quality because the signal has to travel through a substance
rather than the atmosphere. However they do have distinctive qualities
about them, and are therefore preferred by certain artists and engineers
who strive for a certain sound.
II-B: MIXER BASICS The mixer or "Headquarters"
is the element in the sound system that most people find the most intimidating.
It never fails that at least once every performance a person will come
back to the mixer and ask, "How can you memorize all of those knobs?"
If that's your line, this section will take some of the fear and mystery
out of the operation and understanding of the mixing console.
II-B-1: MIXER/BLENDER: WHAT'S THE DIFFERENCE? Despite some people's
initial reaction to the word "mixer" mentioned in connection with a
sound system, the word has nothing to do with food preparation, at least
not in this manual. A sound system's mixer (or "console," or "board,"
depending on what dialect you speak) does, however, perform a similar
function in that it blends (and just for the record, sound reinforcement
mixers are never referred to as blenders. What is this, Home Economics?)
different ingredients, in this case sound sources, into one palatable
product. Without at least a rudimentary mixer, it would not be possible
to have any kind of sound system. For this reason we can say the mixer
is at the heart of every sound system.
II-B-2: SO WHAT DOES IT REALLY DO? In most applications, there are
more than two sound sources active at one time, or at the bare minimum,
two separate events will need to take place at different times (e.g.,
a person speaking and a singer at different times in the program). This
creates the need for two microphones. Even if one microphone was used
there are still advantages of going through a mixer. In other words,
we can generalize and say that everyone that needs their sound reinforced
needs some sort of mixer. It's all a matter of control. Now that we've
established the need, let's take a closer look at what it does.
II-B-2-a: Back in section I, we gave an illustration of a basic sound
system that was mixing multiple sources together. We could make an attempt
to bypass the need for a mixer and try tying all of the different sources
together (mics and instruments) and connecting this combined signal
to an amplifier, and then to our speakers. This would obviously cut
costs, but would also cause numerous other problems, the most important
being that it would eliminate our job!, in addition to impedance(1)
mismatching (which creates noise problems (and not just a little either)),
level(2) mismatching (which will make some sources very loud and others
very quiet, and eliminate any type of control short of adjusting the
overall volume on the amplifier), grounding problems (which will make
for a very audible and annoying hum and buzz that WON'T go away), and
insufficient signal to the amplifier (which will cause you to overwork
the amplifier causing it to burn out or trigger its automatic, protective
shut-down, giving you substantial amounts of hiss). These are the very
problems that a mixer solves.
II-B-2-b: From the very beginning, each sound source is unique. Most
microphones put our a very weak signal compared to that of an instrument.
Even with the same microphone, the signal level will vary if someone
is speaking into it rather than singing. Even if it is used for just
singing, two different singers in the same mic can sound completely
different due to their individual tonal qualities and vocal strength.
For this reason, when we want to blend these sources together, it is
not possible to do so without being able to control each signal individually.
The more control you have over each signal, the better you can provide
the best possible final product. There is no limit to how many channels
you can have, as manufacturers make consoles ranging from 4 channels
to 48 and beyond. The size of the console should be based on your need
and how many sound sources you will need to mix together.
II-B-3: WHY ALL THE KNOBS AND JACKS? Just as features and quality workmanship
separate an expensive television or automobile from less expensive models,
so do features and quality separate mixers, and all sound equipment
for that matter. In general, the more features, the more flexible the
mixer, and so it can be used for a broader range of applications. More
features should mean more ways to modify (and hopefully improve) the
end product. As we look at the different features that are included
on the majority of good quality mixers, we will be able to see how more
options can be beneficial and not just confusing.
II-B-3-a: SIGNAL PROCESSING As a signal passes through the cable and
enters the mixer, it goes through a definite pathway, encountering different
types of circuits. We call this "SIGNAL PROCESSING".
II-C: EQUALIZATION When we refer to the term "equalization,"
we are referring to the "shaping" of a signal through electronics. Maybe
a better term would be "compensation," as equalization (or E.Q.) is
simply boosting or cutting certain frequencies of a signal to accommodate
the acoustics of the environment the signal is being sent into. For
instance, if a room's acoustics has the tendency, let's say because
of the way it is shaped, to absorb frequencies between 1000Hz and 1500Hz,
there has to be compensation to make these frequencies the same level
as the others. This is done through an E.Q.. Without an E.Q., the frequencies
that are either inhibited or have been expanded due to the room characteristics
are not at a level consistent with the frequencies that don't need compensated,
and therefore the sound is out of balance and displeasing to the ear.
The problems faced with equalization is not whether or not it is needed,
but rather understanding how it works, how to apply it, and what types
and variations are available. Equalization is an important tool in developing
a complete and well-rounded sound, whether it's the E.Q. for the entire
system, or simply the E.Q. for an individual channel. Becoming proficient
at operating E.Q. will propel your career faster than any other one
skill, due to its necessity in properly duplicating and reinforcing
a sound source.
II-C-1: WHY E.Q.? The term "equalization" stems from the original use
of this type of circuitry to boost certain frequencies to make up for
losses over long lengths of cable. The term still illustrates the purpose
of such devices well, as we will see a little later. Although leaving
an E.Q. out of your system will not render your system inoperable, its
omission will definitely degrade the performance of your system and
cause you many unnecessary headaches. In other words: if you have a
sound system, you need an E.Q..
II-C-2: HOW IT WORKS: An E.Q. functions by cutting or boosting the
level of different frequencies across the sound spectrum. As a frequency
is boosted or cut, that part of the sound passing through the system
is either increased or decreased, respectively. Each control is assigned
a central frequency, and is often times marked with the frequency it
represents. If there are no markings, refer to the manual specifications.
We have briefly discussed channel E.Q., so here we'll go over graphic
E.Q., which is designed to give added control in shaping the signal.
The typical frequency range of a graphic E.Q. goes from a low of 30Hz
to a high of 20kHz, which covers the full range of human hearing. For
home or automobile stereo listening, most E.Q.'s are between 2 and 9
"bands" (a band is made up of a central frequency and its lower and
higher counterparts). This yields enough control over the sound to make
listening more pleasing, generally by cutting the midrange frequencies
and boosting the low and high frequencies. This works because midrange
frequencies are more easily amplified and carry better over distance
than high and low frequencies. Remember that and you will go far. This
amount of control is adequate when listening to prerecorded music such
as a tape or a C.D., but won't cut it in a live application where sound
reinforcement is needed. The ideal E.Q. for most live situations is
a "1/3 octave" (27 band) graphic E.Q. with a 12dB boost/cut capability.
"What's this mean?" you say. As we've already mentioned, frequencies
can be assigned note values, and as notes go higher and lower they experience
harmonic convergence (no crystals required!) at evenly spaced points,
which are called "octaves" (e.g., the span between "middle C" and the
"C" above it on a piano is one octave, so the range of human hearing
covers approximately 9 octaves). So, "1/3 octave" means, "The band centers
are placed every 1/3 octave across a 9 octave range, which takes 27
bands." The word "graphic" E.Q. refers to the type of control used to
boost and cut the frequencies. Graphic E.Q.'s are usually vertically-mounted
sliders placed adjacent to each other to control the sound, thus as
frequencies are boosted or cut, the frequency response of the E.Q. is
displayed as a graph, or "graphically."
II-C-3: WHY SO MANY BANDS? When less bands are used, it is possible
that a frequency you need to adjust to make a problem go away or just
to make the system sound better will not be available in a sufficiently
narrow band to be effective, as you will be adjusting other frequencies
along with the one that's creating the problem. A 1/3 octave E.Q. is
sufficiently narrow for all but the most extreme situations. If more
are used, say a 1/6 octave E.Q., there are now twice as many adjustments
and the bandwidth may now be too narrow. A bandwidth that is too narrow
can result in an inconsistent sound for your system, as humidity and
temperature affect the response of the room your are trying to cover.
II-E: AMPLIFIERS Up to this point, we have been
working with a signal that has very little power or "volts." This low
voltage was initiated by the microphone, assisted by the mixer and its
components, and is now being sent on its final leg of the tour. The
last stop before the speakers is the amplifier, a boosting station that
takes the signal and puts power behind it, giving it the energy to activate
the speakers and hurl itself toward the listeners. The output of the
amplifier is measured in "watts," and will range from 50 watts on up
to 1,000 watts on the average. Smaller and larger amplifiers are available,
but this range is common in small to medium sized sound reinforcement
systems. To explain in detail how an amplifier electronically boosts
the signal, we would have to get into physics, Ohm's Law, mathematical
calculations and electrical diagrams. If this interests you, a section
titled "Additional Reading" at the end of the manual will benefit you.
For this manual, however, we will remain with a simplified look at the
purpose and application of amplifiers.
II-E-1: SIZING THE AMPLIFIER An amplifier that will adequately fill
a 20'x30' room with sound won't cut it in a gymnasium filled with screaming
kids. The power output won't sufficiently cover the room with sound
due to the ratio of power compared to the cubic footage of the room.
Without the proper ratio, the sound dissipates before it reaches the
listeners. Figure # gives a formula that can be used to get a starting
point when sizing an amplifier to a given room. For example sake, let's
give value to each of the elements involved. FORMULA: 1 watt of power
for every 180 cubic feet of empty room. ROOM = 50'W x 100'L x 15'H =
75,000 cubic feet. AMPLIFIER OUTPUT NEEDED: 417 watts of power This
would provide the minimum amount of power needed to adequately fill
an empty room with sound. But what good is that if there aren't any
people to listen? Because of the sound absorption factors involved when
you introduce items such as furniture, carpet, wall coverings, people,
etc., an adjustment must be made to compensate. A good rule of thumb
is 1 additional watt for every 5 people in the audience. This again
will only establish a starting point to work from.
II-G: SOUND MEASUREMENT: The measurement
of sound is approached from three different angles. The first deals
with the measurement of "volume" or "intensity," which is measured in
"decibel" or "dB." The second is a measurement of the characteristics
of the signal and deals with the electrical current that a signal produces.
This unit of measurement is called a "Hertz" or "Hz." These two terms
deal with the acoustical properties of sound. Referring back to our
previous sections though, we know that after a microphone converts a
signal from acoustical energy into electrical energy, a low-voltage
current is generated. This type of measurement is called a "Voltage
Unit" or "V.U.." Measures the amount of electrical signal that passes
though the system, and is not affected by the frequency, but rather
is in direct response to the strength of the signal. Let's look at them
individually.
II-G-1: THE DECIBEL As we stated, a decibel is a measurement of the
"volume" or "intensity" of sound. To explain the mechanics of a decibel,
we would have to get into logarithms, Bels and boring mathematical equations.
This wouldn't be fun, so we won't do it! Instead, we'll try to confuse
you with some basic principles that will help you begin to understand
the simple yet abstract idea of decibels.
II-G-1-a: Decibels are based on ratios, so they don't increase/decrease
in set increments. For instance, 1 watt of power is equal to 0dB, 10
watts is equal to 10dB, 100 watts is equal to 20 dB, and 2,000 watts
is equal to 33 dB. WHAAAAAT?
II-G-1-b: A 3 dB gain is hardly noticeable, but a 10 dB gain appears
to have doubled the volume.
II-G-1-c: Below is a chart that will help you get a feel for how many
decibels ordinary sounds produce. <> Don't be intimidated by
this measurement. I've found the best way to deal with it is accept
it, and move on. If you are intrigued by the concept of sound measurement,
there is some recommended reading at the end of this manual. Check it
out.
II-G-2: THE HERTZ We know that sounds are made up of a series of vibrations
known as waves. We're also aware that small waves or frequencies produce
a high sound, and large waves or frequencies produce low sounds. A "Hertz"
or Hz" is simply another name for a wave. To be specific, a Hertz equals
one cycle (wave) per second. For reference this large of a wave produces
such a low sound that it is not possible to hear with the human ear.
Below is a cycle, which is also a wave, and now a Hertz (you know, like
the Trinity, three in one). DIAGRAM If a Hertz is a cycle or a wave,
then a frequency must be made up of a lot of Hertz. RIGHT-O!!! For instance,
a high soprano voice ranges from 250Hz to 1,200Hz, meaning the sound
waves produced by the vocal chord sends out up to 1,200 waves/second.
Now that's some quick vibrating! Understanding the concept of frequencies
will help you in the upcoming sections. It will assist you in visualizing
acoustics, troubleshooting, equalization, and a host of other skills
needed to improve your SOUND SENSE.
II-G-3: V.U./V.U. METER: The electrical signal that is generated from
a transformed acoustical signal is monitored by a "Voltage Unit Meter"
or "V.U. Meter". A V.U. Meter gives reference to how much signal is
passing through the component that is being monitored by the meter.
The amount of acoustical energy that is generated by the sound source
is directly relative to the amount of electrical signal (see section
II-A-1). Therefore the stronger the signal, the more current generated,
and in turn the more response indicated on the V.U. Meter. In theory,
the optimum position of the needle on a V.U. Meter is at "0." This signifies
that the signal is passing through the meter at its most efficient level.
Anything below "0" V.U. produces a signal that includes "noise," and
above "0" V.U. is cramming too much signal into a limited area (the
sound board), and will produce distortion.
II-H: CABLES AND CONNECTORS: In any networked
system there are the lifelines, the very items that won't allow it to
function unless adequately supplied. A heart relies on the arteries
supplying it; an appliance on the electrical wires running through the
walls; a steam heater on the maze of pipes and boilers supplying it;
etc. The lifelines in a sound reinforcement system are no different,
but seem to be neglected or not considered at all when putting together
a system. Without quality cabling and connectors, a sound system will
lack the signal needed to properly produce the sounds generated by the
sound source.
II-H-1: THE PART THEY PLAY In any sound system, some type of cabling
is required to make the system work. The most expensive and technical
equipment is rendered useless when connected by improper or faulty wiring.
Though these are the simplest parts of a sound system, their importance
is equal to that of any microphone, mixer, or amplifier. We will now
look at the two basic elements that make up any cable or cord: 1.) The
connector(s) and 2.) The wire itself.
II-H-2: THE CONNECTORS Through standardization of the industry, there
are a small number of connector types that all equipment manufacturers
use in order to make their equipment compatible with other equipment
used for the same purpose, such as sound reinforcement. This reduces
the effort on our part in trying to match some obscure connector to
a mic or amp. The vast majority of all connectors used in sound systems
today are one of three types: The XLR (three pin) connector; 2.) The
Phono Plug; 3.) The Phono Pin or RCA Plug.
II-H-2-a: XLR The XLR connector (also known as a "mic plug" and "A3M"
or "A3F" connectors) is found on most higher quality equipment and on
almost all quality microphones, which makes it a common sight, and for
good reason. The XLR connector provides us with many advantages over
any other type of connector. When wired properly, the XLR connector
has 3 separate wires (or conductors) attached to it: signal, ground,
and shield. The signal wire carries the electrical energy that is supplying
the sound system; the ground wire completes the circuit by giving the
excess electricity someplace to go; and the shield wire absorbs interference
electricity from outside sources (a light's dimmer switch, fluorescent
lights, radio stations, etc.). This is called a "balanced" circuit(1),
which are typically very quiet. In addition to its wiring advantages,
the construction of the XLR connector allows it to lock into place so
that the connection cannot be broken by an inadvertent pull of the cable,
and to be released by simply pushing a tab. It also is constructed to
connect the shield wires together first which grounds out the circuit
before the audio connection is made, thus eliminating potentially harmful
and always irritating "pops" when making a live connection. Although
these connectors are more expensive than other audio connectors ($3-$8
ea.), their advantages are well worth the extra cost.
II-H-2-b: PHONO PLUG Our next type of connector, the phono plug, is
probably the most used connector in audio reinforcement systems. These
connectors can be either 2 conductor or 3 conductor for unbalanced or
balanced(1) connections, respectively. Phono plugs are popular because
of their price, simplicity and ease of use. They come in various sizes,
the most common being the 1/4" and 1/8" diameter plugs. These connectors
are easy to attach to a cable and, if properly constructed are quite
sturdy and dependable. Although slightly more convenient to connect
and disconnect, the phono plug will make quite a noise when this is
done to a live connection, and therefore the volume should always be
turned down to a minimum level before taking such action. Drawbacks
to phono plugs are first that the female connection relies upon a spring-loaded
piece of metal to establish the connection, which sometimes loses its
spring and weakens the connection, and second, the phono plug isn't
secured into its receptacle and can easily be pulled out accidentally,
resulting in a potential "pop" and break in the signal-flow.
II-H-2-c: PHONO PIN OR RCA PLUG Phono pins or RCA plugs are found on
all types of tape decks, some mixers, and a few types of outboard gear(2).
Though common, these connectors are more suited for studio and permanent
applications, as they are not as sturdy as the XLR or phono plugs. As
with phono plugs, phono pins do not ground out the circuit first, so
watch out for noise when connecting or disconnecting a live one. In
addition to the drawbacks mentioned in II-H-2-B, phono pins have less
of a surface area because of their smaller size, and therefore the connection
has more of a chance to not make an adequate connection.
II-H-2-d: OTHER OPTIONS Other types of connectors are the "Banana Plug,"
which is mainly used for speaker connections at the amp, and bare wires
that are screwed to terminals, which are also used primarily for speakers.
Though less common, these connectors are just as effective as any other
when properly wired.
II-H-3: THE WIRE ITSELF Variety is rampant in the cable industry. Cables
of every size, shape, strength and capacity are manufactured, and choosing
the right one for your application can be quite confusing. When considering
a cable, the connector type is a given, as your equipment will only
accept certain types. What determines the quality of the cable over
and above the connector quality is the quality and how appropriate the
wire is between the connectors. If a wire is too thin, too thick, too
stiff, too flimsy, or has the wrong number of conductors or insufficient
shielding, you could be in trouble. Make sure the wire you buy fits
the application you need it for. If you need a cable for a 3-conductor
mic, you need a 3-conductor wire; if you have noise sources close by,
you'll want extra shielding; and if the cable will be moved around,
it needs to be flexible and well insulated to keep the individual conductors
from being damaged. This example shows that care should be taken when
selecting a cable. When making a purchase, ask the salesperson about
the difference between cables and how the wire differs due to brand
and grade. He or she should have sufficient product knowledge to help
make the correct choice.
II-J: DEVELOPING YOUR EAR Many have told me that
this is an area that can't be taught, and to be truthful, I'd have to
agree. Teaching someone how to listen and what to listen for can be
described and pointers can be given, but the ability only comes from
hours of practical training, like any other skill. However, this manual
is designed to develop skills in all aspects of sound reinforcement,
which includes the aesthetical skills such as the one we are dealing
with in this section. In fact, it is my feeling that too much emphasis
is put on knowing and understanding the technical part of sound reinforcement,
such as the specifications, mechanics and inner-workings of sound systems
and not enough time spent on what is needed to properly blend together
all of the ingredients that are introduced into a sound system. This
is where a discerning ear comes into play.
II-J-1: WHAT TO LISTEN FOR One of the drills I find to be fun when
I drive in my car (of course, before my stereo was stolen) is to listen
to music and try to determine what each of the instruments is doing.
I attempt to hum the bass guitar line, distinguish how many keyboard
sounds and guitar parts there are, listen for how many vocal parts there
are, etc. Separating these parts out helps me to recognize the importance
that each part has, in addition to understanding how to blend these
individual sounds into one end product. This exercise develops a basic
sense of how loud a "hi-hat" symbol on a drum set is in comparison to
a snare drum; the lead guitar to the rhythm guitar; the vocals to the
instruments; etc. When a mix is out of balance, listening will be uncomfortable,
and despite how good the talent on stage might be, the majority of the
listeners will assume the problem is the musicians and not the sound
engineer. From past experiences, I have found that it doesn't matter
how good the equipment is, because it all comes down to how well the
engineer mixes it all together. Without a discerning ear, the end result
is chaotic and lacks structure, which are two items any listener wound
find annoying.
II-J-2: RECOGNIZING AND SOLVING A PROBLEM A common problem that is
run into when engineering a sound reinforcement system is having a mix
that "just isn't right, but can't put my finger on what it is that's
wrong." For some unknown reason, things don't sound like they should.
This first place to start is the volume. It seems a tendency is that
if something is wrong, start adding ingredients. Either more guitar,
louder vocals, more high E.Q., etc. The correct response, however, is
not to add but rather subtract. When confronted with a mixing challenge,
follow the following three-step process: Step #1: Decrease the overall
volume. This will bring everything down to a comfortable volume, lessening
the S.P.L. and enabling your ears to be more responsive to problem areas
and changes that need to be made. At lower volumes you will be able
to hear subtleties that weren't clear at higher volumes, due to your
ears ability to vibrate more freely and fully. Decreasing the overall
volume will also help eliminate the possibility of feedback in the system
due to microphonos that are too hot. Step #2: Single out the sound sources.
Now that you have a lower, overall volume, start bringing up each channel
individually, listening for problem areas such as a signal that is too
bright or abrasive; too much low end, making the signal muddy or unintelligible;
too hot of an input level, producing distortion and clipping; not enough
input signal, which creates "noise;" doesn't sound like it should (e.g.,
a snare that sounds like you mother's sauce pan, an acoustical guitar
that sounds like a mandolin, etc.); feedback present at low levels;
etc. Many of these symptoms can be easily corrected by applying the
techniques taught in section II-B, II-C and II-D of this manual. Step
#3: Remix your sound sources. Start by mixing related groups of channels.
For instance, combine all of the drum channels so the drums are balanced.
Next, add the instruments, starting with the bass guitar, then adding
guitar, piano, keyboards, brass, woodwinds and strings. Finally add
the vocals, both lead and back up. As you put all of these together,
continue to listen for the separation. If any one instrument is out
of balance, refer back to the basics and decrease it instead of increasing
the others to compensate. Once you've established a comfortable mix
at this lower, overall volume, you can now start to bring up the master
channel. Be aware, though, that as you increase the volume, certain
frequencies will stand out above others. However, because you have identified
each sound and are familiar with how the channels sound individually,
you'll be able to quickly recognize and remedy any problem areas. NOTE:
The true measure of a sound reinforcement engineer (you!) is the ability
to produce a quality mix at a low volume. Get this right, and you're
on your way.
II-J-3: OTHER EXERCISES IN EAR TRAINING Following are two suggestions
that have helped us in the past, and could very easily assist you in
developing your skills. Ear training is a slow process, so if you don't
see incredible results immediately, don't be discouraged. You never
graduate from the school of ear training; it's a lifetime process!
II-J-3-a: THE BAR ROOM BLITZ My father always said, "If you spend 1%
of your time in bars, you'll find 99% of your problems." As true as
that is, bars and night clubs can be some of the best classrooms for
beginning and intermediate sound engineers. Why? Because when the majority
of these establishments were built, the last consideration was the room's
acoustics. This creates a unique learning environment due to the challenge
of fighting the negative forces brought about by the room, in addition
to the dealing with the "club-breed" of musicians, a complete challenge
and learning experience in itself!!! Let's look at some examples of
typical barroom scenes. A narrow, long room made of brick, with a high
ceiling and adjacent wings. How do you get even, quality coverage at
a comfortable volume? Or an under powered system in an oversized room.
Try getting equal coverage to people on the dance floor as well as on
balcony wings! It's a barroom nightmare! If the opportunity arises,
or you can coerce a local sound engineer to let you tag along for a
couple of gigs, it's great experience (volunteer to be a roadie for
a road gig - - you'll almost always be welcome). Ask questions, but
primarily watch and learn by taking notes and observing technique. A
word of advice, though. If things start to go wrong, step back and offer
advice only when asked, or you may find a microphone in a most precarious
spot! And remember, 1% of your time, 99% of your problems.
II-J-3-b: SCHOOL? NO WAY! RELAX! It's not that bad. Junior colleges
or universities offer classes in music appreciation, music theory, basic
piano or guitar, vocal lessons, etc. If they're not available through
the school, community associations often times offer something, and
there are always private lessons or self taught courses. Correspondence
and Internet curriculum is also helpful. Each one of these will broaden
your skills, giving you a better foundation to draw from when performing
your sound engineering duties.
II-J-4: PROTECT YOUR INVESTMENT After making such a large investment
in your ears, and since they're the only ones you're getting, it's imperative
to take good care of them. After all, they are tools you can't do without.
With this in mind, avoid prolonged high S.P.L. environments (110 dB+);
high pitches (e.g., sirens); and loud, sharp sounds (e.g., hammers hitting
iron).
III: INTERMEDIATE OPERATIONS Throughout
this section, we will be using the terms, principles, and techniques
that were taught in the two previous sections. We will take a more in
depth look at many of the items we've discussed, such as advanced E.Q.
techniques, different methods in micing a sound source, and further
developments in speaker selection and application, in addition to some
new items that haven't been addressed yet. The glossary at the end of
this manual will assist you in locating the sections you need to review
if you come up against a term or skill that you find unfamiliar.
III-A: MICING THE SOURCE Microphone placement
can be the deciding factor between a good sound vs. a great sound, or
feedback vs. no feedback. Too often microphones are placed in the vicinity
of the sound source, leaving it up to luck as to whether or not the
mic's features are being utilized 100%. It is important to understand
your microphone's characteristics and how to take advantage of its features.
After reading this section, we encourage you to take some time and experiment
with microphone placement and see what kind of a difference placement
can make.
III-A-1: CHOOSING THE RIGHT MICROPHONE Before deciding where to place
a mic when micing a sound source, you must choose the proper mic. A
great mic in the wrong application will give undesirable results and
can cause damage to your equipment. To choose the proper mic, we have
to five you a crash course on "specification" or "spec" reading. Specs
refer to the data the manufacturer puts out in regards to a component's
performance and application capabilities, whether it be a mic, mixing
console, outboard effect, etc.. Described in the specs o f a microphone
is "frequency response," which we touched on in section II-A-2-B. We
said that frequency response referred to haw a mic reacts to certain
frequencies, and the level or "magnitude" of the signal from input to
output. Frequency response is measured by charting and creating a curve
It is plotted by feeding the signal processing gear a range of frequencies
at a constant level. The signal processor is hooked up to a meter that
monitors its reaction to the different frequencies (horizontal numbers).
The most desirable curve for a general purpose mic is a "flat" response,
meaning the mic responds equally to all frequencies, free of noticeable
peaks and valleys. This give and even, smooth delivery in the microphone's
performance. NOTE: Do not choose microphones, or any other sound gear
for that matter, based solely on the specifications. Use them only as
a starting point in equipment selection. Often times microphones will
look identical on paper, but have considerable differences in their
actual sound and performance results. In section II-A-2-B we showed
what frequencies were produced by certain sound sources, establishing
a reference point to assist you in recognizing what frequencies were
being dealt with. By comparing the specification to the chart, we can
match which mics will best serve in micing each corresponding sound
source, based on the microphone's frequency response curve. We've now
established the first step in micing a sound source.
III-A-2: CHARACTERISTICS AND VARIATIONS Referring back to section II-A,
you'll remember we briefly discussed dynamic and condenser microphones
and their specific applications. Condensers and dynamic mics are two
categories that are most widely used, but even they have variations.
An important difference that is characteristic among all mics is a "pickup
pattern." This is terminology given to how a microphone "sees" a sound
and reacts to it, and the direction the mic must be pointed to get optimum
performance.
III-A-2-a: PICKUP PATTERNS The most common pickup pattern is called
a "cardioid" pattern, called that because of its heart shaped design.
A cardioid pattern rejects sound from the rear of the mic, has minimal
pickup on the sides, and has the most efficient response "on axis."
The axis is the imaginary centerline that would run from the base of
the microphone through the center of the top of the microphone. Simply,
"on axis" means head-on or directly in front of the microphone. This
type of pattern is generally "tight" and directional, meaning a sound
source must be within a few inches and be on axis to have the mic be
effective. A tight pattern helps to eliminate feedback potential, and
gives the sound engineer needed control be not having the mic pick up
sound sources other than the one that's being miced. Another reason
a cardioid mic is popular in sound reinforcement is because frequencies
react differently when miced on and "off axis" (or with the microphone
turned at an angle in reference to the sound source) due to its directional
qualities.
III-A-2-b: OMNIDIRECTIONAL An omnidirectional pickup pattern is just
as the name implies, picking up the signal equally from all directions.
An immediate reaction to this pickup pattern in sound reinforcement
is how susceptible it is to feedback and unwanted noise sources, of
which bath are relevant. Omnidirectional microphones do, however, have
better low frequency response and aren't as prone to breath and wind
noise as is a cardioid pattern. Microphones that generally have omnidirectional
patterns are lavaliers (mics clipped onto a shirt or tie, usually used
in a lecture or interview format); overhead microphones, which are commonly
used when micing choirs; certain singing and speaking microphones; and
many types of recording microphones.
III-A-2-c: BI-DIRECTIONAL OR FIGURE 8 Although this pattern is not
as common as the previous two, there are applications where it is quite
useful. A bi-directional microphone picks up sounds equally from the
front and back, which are on "on axis," and rejects the sound coming
in from the sides. Applications that would benefit from this design
includes an interview format, two singers who wish to face each other
and don't want to have the crowd heard, or tom-toms on a drum set. It
is limited by the fact that the two sound sources being miced can't
be controlled individually. Bi-directional mics are generally dynamic,
and have a tight and directional pickup pattern.
III-A-2-d: ON/OFF AXIS As we mentioned, a microphone's axis is the
direction of application that will make the most efficient use of the
microphone's features. When operating "on axis," the full dynamic range
of the sound source will be picked up by the microphone. "On axis" gives
the signal its highest amplitude or strength due to utilizing the complete
surface area of the microphone's diaphragm. This decreases feedback
potential and gives maximum gain at the mixing console. The drawbacks
of "on axis" micing includes "boominess" due to maximum bass exposure,
sibilance problems from the "S" consonant, and occasionally a damaged
diaphragm from an excessive S.P.L.. "Off axis" micing gives increased
highs, reduces sibilance problems, and picks up additional room ambiance
for an added effect. However, because the "off axis" angling of the
microphone makes it open to outside signals, feedback potential is increased.
III-A-3: DESIGN VARIATIONS A microphone's casing and design, along
with its electronic components, are created with a certain application
in mind, whether it be a vocal mic, instrument mic, podium mic, etc..
The following subsections will describe some of the options available,
giving purpose to the designs and their functions.
III-A-3-a: HANDHELD As the name suggests, a handheld mic is designed
to be held in the hand of the lecturer or performer. This provides mobility,
proximity effects that can be dictated by the user, and gives liberty
over limited mic placement. A handheld is usually a dynamic mic that
utilizes a tight, cardioid pickup pattern, enabling the user to determine
what sounds the mic picks up. Keeping the mic free of any vibrations
or handling noises is important, thus using the proper mic clips and
shock mounts is important. Using a rubber shock-mount is a common way
to decrease vibration noise, and making sure that the protective screen
or cover is in place will assure diaphragm protection.
III-A-3-b: LAVALIER Lavalier microphones are commonly used in television
broadcast applications because of their inconspicuous size. A lavalier
can be pinned directly to the clothing, hidden in a prop, or hung around
the neck. Although lavaliers were originally dynamic mics designed with
cardioid pickup patterns, many have now converted to condensers with
omnidirectional pickup patterns. This has given increased response due
to the mic being more sensitive; convenience due to the smaller size;
and a more consistent signal because it remains at a consistent distance
from the users mouth and is not affected by any proximity effect.
III-A-3-c: STAND-MOUNTED Although still available, stand-mounted mics
aren't as popular as they were many years ago. Stand-mounted mics were
used because the mics weren't as durable, weren't as practical to hold
because of their size, and were more sensitive to handling noises. Stand-mounted
mics are still made, but are used primarily for broadcast and recording
purposes. They come with their special mic clip that usually has some
kind of shock-mounting or has the clip built directly into the microphone's
body.
III-A-4: SPECIALIZED APPLICATIONS Following are transducers that have
limited but necessary applications. Each have characteristics that enable
them to serve in specialized situations and fulfill needs that can't
be met by microphones that have a wide variety of uses.
III-A-4-a: PRESSURE RESPONSE (PZM)
III-A-4-b: SHOTGUN A shotgun mic has a highly directional pickup pattern
that can isolate a sound source from a distance. They are most often
used in broadcasting and film work, picking up a selected source from
a distance while rejecting other surrounding sounds. Although rarely
used in reinforcement, shotgun mics can work when reinforcing dramatic
presentations, choirs, and interviews with small children. Easy to use,
all that is required is aiming the mic in the general direction of the
sound you wish to reinforce. The effectiveness of the mic and the distance
it will reach differs between manufacturers.
III-B: CONSOLE INPUTS AND ROUTING This section
deals with the options a sound engineer has when plugging into an audio
mixing console. Because each manufacturer designs their consoles a little
different than the next, we'll be dealing with the most common inputs
and their functions. Mixing consoles are commonly described by the number
of inputs/outputs they have, thus giving both the consumer and the retailer
a way to refer to the size of console that is required. For example,
a console that has 16 inputs and 2 outputs (stereo) is referred to as
a "16x2" console. Often times there are subgroups involved, so a "16x4x2"
would refer to a console with 16 inputs, 4 subgroups, and 2 main outputs.
III-B-1: CHANNEL INPUT The channel input or "jack" is the receptacle
where the signal enters the console via a microphone or instrument cable.
This initiates the processing of the signal in the console and signal
processing of the signal in the console and outboard gear before it
is sent to the power amps. The two most common jacks you'll find for
the input signal are female XLR (Balanced or Low Z) and 1/4 inch female
plug (Unbalanced or Hi Z). Another input jack that is common to most
pro-audio boards is an "insert" or "in/out" jack. Its primary functions
is to insert an effect into the channel without going through the console's
effects loop. It works usually on a 1/4 inch plug that has "tip, ring,
sleeve," which gives a loop effect to the signal. This input works well
when you want to insert an effect on an individual channel or a specific
subgroup. The signal is sent to the signal processor via cabling, then
put back in the same jack and back into the console. The diagram below
shows the special cable that is needed to accomplish a channel insert.
III-B-2: SIGNAL ROUTING As we've already discovered, a signal goes
through many components before it finally reaches the listener's ears.
The path the signal takes comes as a function of routing, the directing
of the signal to its destination. This is known as "signal flow," referring
to the path the signal takes from the time it enters the transducers
to the time it exits the speakers. In this section we'll be concentrating
on the signal flow through the mixing console as well as the alternate
paths the signal can take.
III-B-2-a: ELECTRONIC ROUTING In a mixing console, the signal flow
is hardwired to take a designated path through the console to the main
outputs. This path is setup to be the most effective and efficient use
of the signal, giving the operator optimum control. Along the signal
path are options that can be utilized by the operator, "sending" the
signal to other signal processors. The used to assign the signal are
called "sends" or "pots." These controls simply split the signal, sending
it to be processed elsewhere. The primary send the signal encounters
is the "auxiliary" send, which can be used to route the signal to stage
monitors, effects, or any other type of outboard gear. The signal's
strength is adjusted by the send, only allowing as much as the operator
desires. Although some mixers don't have any sends, professional consoles
have anywhere from 2 sends on up, and are referred to as "auxiliary,"
"monitor," "effect," "foldback," or any other term the manufacturer
chooses. Once the signal is sent from the channel, it is routed internally
to the master send, which is an attenuator that establishes the overall
output level of the signal. The master send routes the signal to an
output on the back of the console, where it can be manually patched
to the recipient of choice. Since there's an output, common sense would
have it that we have to reintroduce the affected signal back into the
mix. If the send was used for stage monitors, the signal must find its
way to the monitor amp. But if it was used for an effect, the signal
has to be put back into the console where it can continue to be manipulated
and eventually reintroduced into the mix. This is where the "return"
control comes in and the options that accompany it. The "return" reintroduces
the processed signal into the main mix, as we stated. For instance,
if the operator sent a vocal signal to a reverb unit, the return would
take the signal with the effect on it and put it back into the mix along
with the original signal. The "return" is controlled by an attenuator,
and therefore can be increased or decreased according to the operator's
discretion. "Returns" are usually labeled as such, and have to be manually
patched into from the signal processor that needs to be. A good rule
of thumb as to how much effect there should be: The processed or "wet"
signal should not be louder than the original or "dry" signal. An alternative
method to patching into the effect or auxiliary return is to go directly
into a channel input if one is available. A return pot usually doesn't
have E.Q. as does an individual channel, therefore giving the operator
more control as to how the effect sounds, in addition to being in a
more convenient location. As we briefly mentioned, the only send that
won't have a return is in the case of a stage monitor. This is because
once a monitor signal is sent out of the mixer, it is no longer needed
for anyone but the performers. However, like the auxiliary sends, the
monitors have a master send that establishes the overall monitor level
that is sent to the monitor amps.
III-B-3: PANNING, ASSIGNING, AND SUBGROUPING After a signal has been
bounced around, equalized, and processed, it now must be routed to the
appropriate output. This is done via a "pan" pot or button, which assigns
the signal to the desired output. The most common assignment option
is "left" or "right," referring to the master outputs. For example,
if the channel is panned to the left output, the signal from that channel
would be routed to the left master output and vice-versa. If neither
the left or right outputs are selected, the signal is sent equally to
both the left and right channels. In consoles that have subgroups, a
channel can be assigned to one or all of the subgroups, and then the
subgroup(s) assigned to the desired main or master output. Note: A subgroup
often times has an output jack located on the back panel of the console
if a direct line out is desired. Panning and subgrouping can be great
tools in organizing the operation of a console. One method is when operating
a console that has four subgroups, assigning all of the drums to sub
#1, instruments to sub #2, vocals to sub #3, and effects to sub #4.
This enables the engineer to increase or decrease the overall volume
of a certain group without disturbing the settings that were established
in the original mix. Learn to use panning and subgrouping in your favor
to increase your engineering efficiency.
III-C. SETTING AN INPUT LEVEL Also known as
"gain-staging," setting your channel's input level is the most critical
step in ensuring a quality sound mix. As we've already mentioned, this
is where the signal is introduced into the channel and consequently,
the mixing console. Nowhere does the saying "garbage in, garbage out"
better apply. Set a weak input and you'll introduce noise into your
mix due to having to overcompensate the weak signal by boosting faders;
set too strong of an input level, and you'll introduce distortion into
your mix. Because the input level effects so many items down stream
(see II-B-1), take your time on this step. The following three-step
process will help you get off to a good start: Step #1: Determine the
strength of the signal. A keyboard going through a direct box will usually
have a stronger initial signal than a nylon string guitar being miced
by a dynamic microphone; a strong soprano may be able to overpower a
soft bass vocal. Using headphones for this step is recommended to prevent
a strong signal from blowing out your speakers. Step #2: Set your fader
at zero boost/cut or at about 75%. This gives you a starting place for
how much signal you need to introduce into the mix. Take this one step
further and set your subgroup masters and sum/main/master out at the
same point. Step #3: Increase/decrease your gain based on your mixing
needs. This will be a combination of your input level and the strength/weakness
of the sound source. If you find yourself driving your gain past 3 o'clock
or 75%, the problem is with the sound source. To correct this, have
the sound source increase its/his/her volume and make sure you're using
the appropriate microphone or transducer. NOTE: The V.U. meters are
going to be for reference only when gain-staging your live mix. Because
a mixing console "sums," that is adds, each mixer channel together,
a "zero V.U." signal added to ten other "zero V.U." signals will produce
a distorted "sum" or "master out." Your final result (theoretically)
should be all of your channel, subgroup, and master faders at zero boost/cut
(every fader about 3/4 the way up and level across the console), and
an even mix. Ideally, your V.U. meters will be barely registering (if
at all). Simple in theory, next to impossible in application. Don't
beat yourself up if you can't get it right the first time, but keep
trying - - this is integral.
III-C-1: WHAT AN INPUT LEVEL AFFECTS Now that we have sources for our
inputs and have talked about connecting that signal to the board, we
now need to know how to manipulate that signal (which we have worked
so hard to obtain) in the most effective and efficient manner possible.
When we use a supply of water for watering the lawn, the first factor
we can control in the flow of the water is how much of that water we
will allow to pass through the hose and nozzle. If we use too little
water we will be operating inefficiently since we won't be able to cover
as much ground as we would if we had the correct amount passing through
our simple little system. And, by the same token, if we use too much
water we might either damage the foliage we are trying to help out or
spring a leak somewhere in the line (i.e., cause problems). It follows,
then , that the same principles apply to an audio signal passing through
our sound system. The input level control on your mixer (of which there
are only a few types, which we will cover in a moment) acts as the main
valve on your watering system, as it directly determines how much of
the signal will make it to the rest of the system. If our input level
is set too low, then we will have to compensate by running our channel
fader level up much higher than would otherwise be necessary, creating
hiss from trying to draw from an insufficient source. And, if our input
level is too high, we will produce distortion in the system, due to
feeding too much of a signal through a limited area. The setting you
establish for your input level is the main factor in determining how
efficient you will be at utilizing the signal you have assigned to that
particular channel. When you adjust your input level, it affects every
area of the system that utilizes that signal because that is where you
introduce the signal to the system (and just as you must exercise caution
when introducing one friend to another by not telling one too little
about the other (leaving them with an unclear impression of the person)
or by telling them too much (which may leave them nothing to talk about
or with the wrong impression of each other)), so you must take some
care in setting your input level.
III-E: ESTABLISHING A MONITOR LEVEL The monitor
volume is the only level that is dictated by a person other than the
engineer. The monitor mix enables the performers to hear what they are
playing and singing. Rarely is the monitor mix similar to the mix coming
out of the mains due to the performers desire to hear a mix that meets
their needs opposed to the needs of the engineer. Factors that come
into play when setting monitor levels are stage volume, monitor placement,
channel input level, the number of monitors, available power, room acoustics,
the number of monitor sends and the performer's preference. Let's look
at these individually.
III-E-1: STAGE VOLUME The lower the stage volume the better, from an
engineer's viewpoint that is. If the monitors are too loud, they reflect
off of surrounding surfaces (usually the wall directly behind the performers)
and are projected out into the audience. This can potentially create
a muddy sound to the listeners due to the unintelligible sounds produced
by the reflected monitor signal. In contrast, a quiet stage volume enables
the performers to hear more subtleties due to lower S.P.L.'s, gives
the engineer more control out in front due to less reflected sound,
and decreases potential monitor feedback due to a lower overall gain.
III-E-2: MONITOR PLACEMENT Monitor location is important when expecting
optimum performance. Directional qualities of the speakers must be considered
as well. The primary purpose is to get even stage coverage without excessive
volumes, and doing this with as few monitors as possible. Wedge-shaped
floor monitors are the most common, but properly placed side-fills can
help to fill-in the dead spots.
III-E-3: CHANNEL INPUT LEVEL As we have already established, the channel
input sets the strength of the signal into each individual channel,
which includes the available signal at the monitor send. Therefore,
the increase or reduction of the input level will directly affect the
monitor level. Keep in mind that if you attenuate the channel gain you
must compensate the monitor send accordingly.
III-E-4: NUMBER OF MONITORS Ideally, each performer should have at
least one monitor and preferably two. Unfortunately that is seldom the
case when working on a budget. Monitor coverage is similar to the main
speaker's coverage in that the purpose is to eliminate dead spots where
certain sounds or frequencies aren't clearly heard. To attain maximum
performance from your monitors: 1. Make sure each monitor is unobstructed
(no lyric sheets placed on them, etc.). 2. Keep each musician in the
"line of sight" of the monitor's horn, enabling maximum clarity. 3.
Put similar instruments on the same monitor mix (e.g., bass w/ drums;
acoustic w/ electric guitar; etc.). 4.) Minimize stage volume. The more
sound you can give to the performers through their monitors, the more
control you have on the house mix (less spill-over from the stage).
Overall, here's a rule of thumb: monitors are primarily for pitch and
keeping rhythm. Anything else in the monitor is for the musician's listening
pleasure only. Although many musicians will argue with you on this one
(claiming they need to hear a mix including everyone), stage and house
acoustic problems or system limitations often present a situation where
a compromise must be reached. A reminder that the purpose of the service/presentation/program
is not for them (the musicians) but for the audience/congregation. All
personal preferences MUST be relinquished to this objective.
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