0240816048e Audio
0240816048e Audio
0240816048e Audio
Live Audio
The Art of Mixing a Show
Dave Swallow
Amsterdam Boston Heidelberg London New York Oxford Paris San Diego San Francisco Singapore Sydney Tokyo
Focal Press is an imprint of Elsevier
Focal Press is an imprint of Elsevier 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA The Boulevard, Langford Lane, Kidlington, Oxford, OX5 1GB, UK Copyright 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved No part of this publication may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or any information storage and retrieval system, without permission in writing from the publisher. Details on how to seek permission, further information about the Publishers permissions policies and our arrangements with organizations such as the Copyright Clearance Center and the Copyright Licensing Agency, can be found at our website: www.elsevier.com/permissions. This book and the individual contributions contained in it are protected under copyright by the Publisher (other than as may be noted herein). Notices Knowledge and best practice in this field are constantly changing. As new research and experience broaden our understanding, changes in research methods, professional practices, or medical treatment may become necessary. Practitioners and researchers must always rely on their own experience and knowledge in evaluating and using any information, methods, compounds, or experiments described herein. In using such information or methods they should be mindful of their own safety and the safety of others, including parties for whom they have a professional responsibility. To the fullest extent of the law, neither the Publisher nor the authors, contributors, or editors, assume any liability for any injury and/or damage to persons or property as a matter of products liability, negligence or otherwise, or from any use or operation of any methods, products, instructions, or ideas contained in the material herein. Library of Congress Cataloging-in-Publication Data Application submitted British Library Cataloguing-in-Publication Data A catalogue record for this book is available from the British Library. ISBN: 978-0-240-81604-3 For information on all Focal Press publications visit our website at www.elsevierdirect.com 10 11 12 13 5 4 3 2 1
For Finn
Contents
vii
SeCtIon 1
CHApter 1 CHApter 2 CHApter 3 CHApter 4 CHApter 5 CHApter 6
pre Show
What is a live Audio engineer? 3 Audio engineering Basics 7 electronics 27 power and electricity 35 Advancing the Show 41 rehearsals53
l
SeCtIon 2
CHApter 7 CHApter 8 CHApter 9 CHApter 10 CHApter 11 CHApter 12 CHApter 13 CHApter 14 CHApter 15 CHApter 16
Show day
load-In65 public Address Systems 69 desks up! 91 line Systems 129 Acoustics 133 tune up 145 Stage Setup 157 Soundcheck 183 the Mix 195 the Show 219
Prelude
ix
After leaving school at the age of 16, I didnt really know what I was going to do with my life. I knew I liked music; Id been playing bass in a band since I was about 14. Id spent a lot of time taping live gigs off the radio, trying not to get any talking, and Id spent a lot of money buying gear and going to shows. Meanwhile, my mate Mike had engineered my band for quite some time and had shown me the ropes on the odd occasion. I must admit that I quite enjoyed being behind the scenes. I spent the summer after my last exams bumming around at a college studying some bizarre computer course. That was fun, and I can still program in Hexadecimal, but its pretty much useless to me these days. That summer turned into a year, and by the following summer Id found a sound engineering course up in London. It was only three days a week, and I managed to get an interview. My mum smartened me up, gave me 20, and I headed off to London town. After some normal questions about who I was, what I did, and why I wanted to be a sound engineer, I was presented with the question that would decide my fate: Do you know what DI stands for? At first I misheard the question and started to tell the interviewer what it was used formy career as an engineer nearly ended there. Luckily for me, she repeated the question, and my answer was good enough . . . I was in. After being accepted for the course, I returned to my hometown of Southendon-Sea and went to the local PA firm, Maple Studios, which also owned the local rehearsal studios, local venue, and eventually one of the local recording studios; they gave me a job for the summer before I started college. I say jobit was only three days a week, unpaid, and really only involved pushing boxes around without trying to get in too many peoples way. It was the best time of my life, and I made some lifelong friends that summer. (Maple Studios is owned and run by my mentor, Glyn. This is where my understanding of all things electronic and audible came from, and how I first got introduced to the UKs touring circuit.) After much pestering, I eventually started getting paid much to my parents relief. After that summer, I persuaded Glyn to give me a job in addition to college, and I followed up my practical experience at Chinnerys, the local venue, with what I was learning at college. In all honesty, college was a bit of a waste of time for meI learned more doing the job than sitting down listening to someone talk about it. You need to bear in mind, though, that the program I was enrolled in was geared more toward recording, and was, I believe, one of only two or three of its kind in the whole country. It was very new, and not
Prelude
many people really knew how to teach the practical side particularly well. I sat in countless classes with a pen and notebook taking notes. And there was me thinking this was a practical job. My parents, just like all parents, wanted me to be qualified for what I was doingso I stuck it out, even though I knew it was more about experience. So that was three years of my life. I dont regret any of it, though, because a lot of the knowledge that I gained working in a freezing cold workshop at Maple in the height of winter translated well into the electronics part of the course I was learning at the time. After college, I went back to work at Maple. My parents always wanted me to get a proper job, but I knew I was doing serious work: There were a grave number of teenage Goths who needed their weekly dose of local ambiguous music, and we were the only ones providing that fix. Slotted in between these local events were some of the best smaller touring acts around, and because I was working, I got to see them. This is where I really began to appreciate the difference between recorded and live music, and these were some of the best years of my life. One day, we got a phone call from the local theater: They had the Ted Heath Orchestra with Dennis Lotis on vocals coming to town and had no one to mix it. Off I went into the unknown world of theaterland, and some old guys Ive never even heard of. But when I told my dad, he knew who they wereand ever since that day hes approved of what I do . . . bless him. After being in the local venue for a few years, one of the local bands, Engerica, got a small record deal and was going on tour with another band, thisGIRL. They asked if I could come along and mix for them, as I did such a smashing job in Chinnerys. So I went home and said, Mum, Dad, Im going on tourand off I jolly well went. I slept on mates floors, in the backs of vans, and onceat TJs in Newport, South Waleswe were allowed to sleep in the upstairs apartment of the venue. This last one wasnt as glamorous as it seemswe werent allowed to turn on the gas fire, as it had been condemned. This was a big tour for me: It was on this tour that I first met my now-old chum Pablo (more on him in a minute), survived many breakdowns in the van, experienced countless argumentsand Im pretty sure it was the same tour where my wallet and the drummers phone got stolen off a table next to a window in my mates house in Leeds. Oh, how we laughed! I met Pablo again when we were out on another tour; he was with the band Kinesis, and I was with another of the Southend-based bands, Smother, which was first on the bill. Winnebago Deal were on in the middle, great little band, just a two-piece, and they were both called Ben. One of the Bens now works at Oxford Academy, and its always a pleasure to see him. After that tour, I decided to go it aloneso I gave my notice to Glyn, and off I went.
Prelude
The following year, I was phoning around for some work and called Pablo. He had just started working with a bunch of Welsh Rappers from Newport, South Wales called Goldie Lookin Chain. They needed a monitor engineer, so I jumped at the chance (and also because I didnt have anything else to do at the time). Suddenly, a couple of months later, they had a number one hit in the UK charts: Guns Dont Kill People, Rappers Do. The next thing I knew, we were touring North America, Japan, and all over Europe, and playing the main stages of some of the best and most prestigious festivals in the UK. I missed my sisters birthday that year because we were doing a show for Channel 4 on a beach in the West Countrybut as compensation for not being there, I got the band to say Happy Birthday live on national TV while she was watching. I think that did the trick. So thats me, and the story of how things got going. Most people who mix for a living come from a background of playing instruments and then naturally migrate toward the mixing console. But, as with almost anything, its really a case of being in the right place at the right time and having the right attitude.
xi
Intro
xiii
This book has been written on various modes of transport, four different continents, and I-cant-remember-how-many countries over 2009 and 2010, while on tour with the British artist La Roux.
FIgure I.1 La Roux and Crew (from left to right, Paul Stoney (Backline), Colin Ross (Lighting Designer), Me (FOH), Risteard Cassidy (Monitors) Elly Jackson (Vocals), Mickey OBrien (Keys), Jess Jackson (Personal Assistant), Mike Norris (Keys), Mark Dempsey (Tour Manager), William Bowerman (Drums).
xiv
Intro
The book is split into two sections: Pre-Show and Show Day. Everything I cover in the Pre-Show section are things you must do or understand before heading out on the roadfor example, advancing a show and creating some kind of stage infrastructure. The Show Day section follows how a show runs in a normal touring scenario, from the moment you turn up to the venue through the process of running a sound check and the pitfalls of putting an audience in a venue. The aim of this section is to talk through events as they happen in real time; for instance, we talk about mics and their placement in Chapter 14. I hope it works in a way that you get the information as you need it, and not have to retain lots of information from previous chapters. I hope this book comes across as a more real account of live audio, and I hope it is an easy and enjoyable readbecause, personally, I cant stand reading textbooks.
xv
Section 1
Pre Show
For the past 32 years, Ive done nothing outside the entertainment business. Ive had some real highs and some real lows, but I love the work so much that I never once thought of quitting.
Meat Loaf
CHApter 1
Job description: If you like semi-darkness, long hours of boredom, long hours of work, no social life, no love life, heavy lifting, getting your white gloves dirty, and a good laugh, this is the job for you. Audio engineers, also known as sound engineers, come in many different types: TV, radio, film, and live and recorded music, just to name a few. Although these jobs are very different, the people who perform them are all considered to be sound engineers. This holds true for other languages as well: The Germans have different words for jobs such as tone master (Tonmeister) and tone technician (Tonetechniker), the tone master being a producer and the tone technician someone who operates the equipment. This book is specifically about live engineers, whose job it is to look after the sound at all types of live events. This can be a high-pressure job, as you only get one chance to get it right. You need to be on the ball, understand when things go wrong, and know where and how to fix themquickly. In order to help you do this job the best way it can be done, you must have general knowledge of all different aspects of the job. In a live environment, there are three main types of audio engineers: front of house, monitor, and system technician. In the following sections, we discuss all of these types in more detail.
Monitor engineers
The job of a monitor engineer is probably the most fundamental of all the live engineering jobs. Monitor engineers are responsible for controlling all the sound on stage. Monitors are the speakers positioned on stage that allow performers to be able to hear whats going on. They are also referred to as wedges, which is the term that most professionals use, or foldback, which is more of an older term that isnt particularly used from day to day. The majority of the work for a monitor engineer is done during soundcheck, making sure that everyone has what he or she needs to hear, and thus perform, well. You will find the monitor engineer located just off to the side of the stage, preferably on stage left (if room allows it). He or she controls the individual monitor mixes for each of the performers on stage. As a result, its a good idea for the monitor engineer to put the stage plan together, so that he knows where all his monitors should be and what order the sends for the monitor console need to be on. (We discuss stage plans in more detail in the Stage Plan section in Chapter 5, where we go into more detail about why its a good idea for the monitor engineer to do it. If there isnt a monitor engineer, this responsibility falls to the FOH engineer.) A monitor engineer might also be in charge of IEMs, or in ear monitors. These are similar to headphone buds that can be molded into shape. IEMs can also be generics, which are similar to foam earplugs with a headphone attached to one side. There is a real art to mixing IEMs. In order to be a monitor engineer, the performers must trust your work. This can be a challenge, especially because you may be dealing with big egos. As such, good communication skills are essential for doing a good job. Part of this communication is understanding seemingly random hand signals and gestures.
systeM teCHniCiAns
System technicians, also known as system techs, look after the whole PA system. There are normally at least two system techs per PA systemone who looks after the FOH and one who looks after monitors. These engineers are wholly responsible for the entire PA system and usually have a vast knowledge of the equipment they monitor; however, unlike FOH and monitor engineers, they usually do not operate the equipment (unless asked to, or there isnt anyone else to do the job). Although most system techs will be able to mix, their main responsibility is to make sure that all the equipment is working correctly and is properly maintained. The biggest part of this job is to work with the artists FOH or monitor engineers to get exactly what they need out of the system and equipment. One type of system technician is also known as an in-house engineer. In-house engineers have all the same knowledge as system technicians; the only difference is that they generally work for the venue, whereas system techs generally work for PA companies.
HoMe LiFe
Your home life is one of the hardest aspects to navigate in this type of career. Some people are built for travel, whereas others are made to stay in one place. Some engineers get into this job because they are very attracted to the idea of being able to see the world, even if only from the back seat of a taxi, or looking out at a cityscape through a window in a departure lounge. However, having a stable life at home is key not only to your own sanity, but also to the sanity of the people around you. Being away from home can put a strain on even the most solid of relationships, but the key ingredient for any type of relationship is communication. With this type of job, having a family that understands who you are, what you do, and why you do it is extremely important. One of the difficulties of being a live engineer is getting outsiders to understand what the job is like. Many people have incorrect preconceptions, especially due to the kinds of stories you hear about the early days of rock and roll. These days, though, things are very different; usually you get straight on the bus after a gig and head straight out of town. Going on tour is about making money, which means you are always on the move. Having troubles at home while you are away can lead to all sorts of problems. It nearly always affects your work because your mind is constantly taken away from the job at hand. As such, it can also affect the people you are working with. Chemistry is crucial on the road, and a breakdown in trust and communication can be disastrous for the whole operation. Just remember, it is one thing to talk about troubles, and another to take your troubles out on other people. Take time for yourself. Everyone is in the same boat and will understand if you dont want to be part of group activities outside work time.
ChapTer 2
If you want to be a sound engineer, you must have a good understanding of all the elements that affect the job. This section explains these elements.
The ear
Your ears are one of the only senses that arent ever turned off. You can close your eyes and stop touching things, but your brain is always processing audio. According to certain studies, audio frequencies affect brainwaves; for example, the complex patterns of Beethovens music stimulate the brain and thus improve thought processes, helping you to retain more information. Although its hard to vouch for this personally, many people will tell you that they have strong reactions to music they hearperhaps even a built-in passion. What is clear is that music does affect the way we think. For example, in my personal experience, the simpler the music being listened to, the easier it is to relax, whereas the more intricate the music is, the more stimulated I feel. Sound can be an incredibly powerful sense, and not only for animals who see using sonar, such as dolphins and bats. In Dorset, United Kingdom, there is a 7-year-old blind boy who navigates using a series of clicks. The technique is called echolocation and was developed in California; it is based on the Doppler effect, which is the principle stating that when an object is moving away from you, it creates a lower pitch, and when it is moving closer to you, it creates a higher pitch. For example, when a police car goes speeding past, youll hear the frequency of the siren change. Using this knowledge, and with much practice, practitioners of echolocation can determine the height, width, and location of specific objects; in some cases, they can even guess their density. Objects that are closer, larger, and simpler are easier to perceive. A technique like this shows us how we can use and harness the power of frequencies, and how important it is to look after our hearing. It also says a lot about what can be achieved using audio and how important it is for everything we do.
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
perceiving Loudness
The ear is a very sensitive organ. The range of power we can perceive is vast and is measured in watts per square meter (W/m2). The smallest amount of watts we can hear is about .000000000001 W/m2, and the largest amount of watts we can physically stand is about 1 W/m2. These ranges are quite extreme, and there are a lot of numbers in between them, which should give you an idea of the vast range of our perceived loudness. That being said, here are two things to keep in mind. First, if you went around listening to everything at 1 W/m2, you would promptly go deaf; and, second, you would need to be a child who grew up in the desert and never heard anything louder than a fly buzzing in order to have hearing that detects .000000000001 W/m2. Experts say that 8590 dB SPL (Sound Pressure Level) is a safe hearing level. However, when you consider that the average noise coming out of a lawnmower is 90 dB SPL, its unrealistic to expect that all music should stay within this range. In fact, 90 dB SPL is the point at which you start feeling music, the point at which you can feel the vibrations in your feet. Most concert music is around 100110 dB SPL, though this depends on whether the venue has any restrictions, as well as on how it is being measured (please refer to the Decibels section in Chapter 3). Anything under 100 dB SPL, and youll probably have the artists management telling you to crank up the volume. Although you start to experience physical pain at 140 dB SPL, in reality, your ears will start being dramatically affected around 110 dB SPL, and youll have a problem, even ringing, in your ears for days. If you ever hear 140 dB SPL, you may not hear anything ever again.
10
hearing Localization
As you know, sound levels and frequencies help us determine what kind of sound we are listening to, and the difference in sound at the two ears helps us tell from where a sound is coming. Your brain can detect the very smallest of delays in a sound reaching both ears, which is what allows you to determine its direction. Hearing localization is very importantstepping into a war zone is hazardous in the best of times, but if you werent able to hear where sounds were coming from, it would be suicide. Of course, hearing localization is also helpful in more everyday scenarios. We enjoy listening to music in stereo. It gives us an audio image of space within the sounds. We can pick the sounds we want to listen to far more easily. Why do we place two speakers apart from one another rather than just one in the middle? After all, just placing one single speaker in the middle of the room would serve its purpose and use up a lot less space. We have two planes of hearing; a plane is a flat surface. One of these planes is oriented horizontally, and the other is oriented vertically. The physical placement of our ears on the side of our heads gives us an extremely high-definition hearing range along the horizontal plane. If a sound is directly in front of you, the sound reaches both your ears at the same time; this is how your brain identifies the location of that sound. However, when the sound is coming from the left or right, it takes longer for the sound to reach the more distant ear. This tells your brain whether the sound is to the left or right of where you are standing. Along this horizontal we can hear a difference of only 1 or 2 degrees, or in terms of the time it takes to a sound to arrive between the two ears, about 13 microseconds. To stress the importance of this fact, and why our hearing is so defined, think about a film. The frame rate, which is how many frames a second it takes for us to see a complete moving image, is between 24 and 28 fps (frames per second), compared to an audio frame rate (the amount of audio information we can process in a second) of approximately 56,000 fps for audio. Its quite a lot, but still audio seems to come second to visuals. The way localization in the vertical plane works is a little more complex, but it still uses the same principle. The shape of your pinna causes reflections, which in turn create small delays. It is the difference between the direct path and the reflected path that helps us work out if a sound is above or below us.
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prevention
CERUMEN Also known as earwax, cerumen is your ears natural defense against loud sounds. If you are frequently in loud environments, youll find that a buildup of wax slowly appears. A buildup of too much wax can cause a buildup of pressure and be quite painful, but cleaning them will help. Infections also can cause earwax, so be aware of this possibility if you are mixing when you have a cold. Earwax is only a natural defense and cant be used as any form of substitute for proper hearing protection. EARPLUGS The only effective way to prevent any form of hearing damage or loss is to use earplugs whenever you are in a loud environment. Obviously we are working in loud environments, but you cant wear earplugs while you are mixing because then you wont be able to hear what you are doing. The best thing to
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EAR HEALTH Obviously, its important to keep your ears in a healthy condition. The first rule of good ear health is to never put anything into your ear that is smaller than the size of your elbow. Earwax does serve a positive purpose and should not be totally removed; it is there to help filter out dust or other alien objects from your ears, as well as moisten your ear canal. Without earwax, your ear canal would be dry and itchy and rather unpleasant. If you wash your hair on a regular basis, this is enough to keep your ears nice and clean, but getting them cleaned out by a medical professional every few years wont harm them either. And by all means, you can of course clean the outside of your ear. Some people overproduce earwax, in which case doctors can prescribe some medication to help clear it up. To repeat: Dont put anything down your ear.
Speed of Sound
The speed of sound is commonly misquoted as 340.29 meters per second at sea level. However, the speed of sound isnt a fixed speed; it all depends on temperature, humidity, and pressure. If the air pressure, temperature, and humidity are nonvariable, the speed of sound is the same at sea level as it is at the top of a mountain. However, if any of those parameters changes, so does the speed of sound. Similarly, sound travels faster through objects that are denser than air, such as water or steel. Because the particles that make up these things have a higher density, the information transferred between molecules is quicker. So if you were to shout through a tunnel while banging a metal pipe
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WaveFormS
A waveform is a graph of the amplitude versus the time of a sound. There are infinite amounts of waveforms, all of which have their own characteristics and sounds, but we can only hear a very small section of them. Waveforms represent every sound we listen to, and they follow a complete cycle, starting at zero volts, rising to a positive peak, returning through zero volts to a negative peak, then returning to zero to complete the waveform. As live audio engineers, you will likely deal only with pure tone waveforms, or, as they are more commonly known, sine waves. Even so, its a good idea to have an understanding of other types of waveforms; after all, you never know when you might need to look at a synthesizer. You can manipulate a waveform very easily. For example, when distortion is applied to a guitar, the signal voltage can only go so high. This causes the top of the wave to be flattened, making it look more like a square wave. Because some of the source signal is changed, the effect is distortion.
Types of Waveforms
In this section, we discuss the various types of waveforms.
SINE WAVES A sine wave is the purest and simplest waveform of all; all other waveforms are sums of sine waves. A sine wave is perfectly symmetrical, smooth, and repetitive, and its oscillation keeps its shape through its entire cycle. The peak-to-peak values stay the same. Youll notice when listening to a sine wave that youll just hear one pure frequency; itll be smooth and constant in volume.
Adding together different sine waves gives you different types of waveforms. These sine waves can have different phases, frequencies, and/or amplitudes.
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SAWTOOTH WAVEFORMS There are two types of sawtooth waveform. The first type, which is just called a sawtooth wave, increases rapidly at the front and then decays. The second type is referred to as either an inverse or a reverse sawtooth because it is the inverse of the first. In both types, the wave looks like a tooth on a sawhence the nameand in both types the waveform sounds identical. Sawtooth waves contain both odd and even harmonics, and thus have very clear and harsh sounds. When you listen to them, youll hear a kind of dissonance that might not sit right in your ear. They are frequently used in synthesizers because they are able to re-create analog instruments such as violins.
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TRIANGLE WAVEFORMS A triangle waveform only contains odd harmonics, but isnt made up of as many different types of harmonics as a square wave. When you look at it, it resembles a sine wave, only it is more pyramid shaped. A triangle wave is fairly
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Waveform power
Every signal has a power associated with it, but the power differs for two different types of waveforms with the same peak-to-peak value. For example, lets consider a square wave with a peak-to-peak value of /5 dB, and say it is 100% power. Because a square wave switches between and , there is practically no rise time (i.e., the time the waveform takes to get from peak to peak); in other words, the waveform stays pretty much full power all the time. A sine wave, on the other hand, has half the power in the same peak-to-peak range because it spends half its time rising and half its time lowering. Both triangle and sawtooth waves have a third of the power of a square wave. Understand the different power carried in different types of waveform is the difference between blowing an amplifier sky high, or keeping it in its nominal working conditions, because the signal strength of a square wave is twice as much as a sine wave that the amplifier accepts. To summarize:
n n n
The power from the square wave is 100%. The power from the sine wave is 50%. The power from triangle and sawtooth waves is 33%.
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Asymmetric: When we have asymmetric harmonics, the waveform can contain either or both odd and even harmonics. The asymmetrical nature of these waveforms means that the harmonics arent equally distributed on either the positive or negative side of zero. Subharmonic: When looking at our fundamental frequency of 100 Hz, if we divide that number by 2, we get 50 Hz. This is a subharmonic frequency of our fundamental. The series runs the same as our harmonics, except we divide rather than multiply.
overtones
An overtone is exactly the same as a harmonic, except it is labeled slightly differently. The first harmonic is the fundamental frequency. The first overtone is the second harmonic.
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kHz: Kilohertz. This is the equivalent of 1,000 Hertz. MHz: Megahertz. This is the equivalent of 1,000,000 Hertz. GHz: Gigahertz. This is the equivalent of 1,000,000,000 Hertz.
Both megahertz and gigahertz are very rarely used in audio as they are way out of our hearing range, but they are used in the world of RF (Radio Frequencies). We use gigahertz more often to describe the frequency that a mic or an in-ear monitor pack is sending or receiving.
Wavelength
A wavelength is the distance between two peaks of a wave of soundor any other type of wave, for that matter.
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Figure 2.8 The height of the waveform is its amplitude. It correlates with how loud the signal is.
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21
360
270
180
90
0 0.5
90
180
270
360
polarity, hence the north and, soon, south metaphor) of 180 degrees. When we have two waveforms carrying the same information, one of them is pointing north and the other is pointing souththey are exactly opposite; and when we talk about waveforms being opposite we talk about them canceling each other out. This is where a signal being out of phase comes in. When two identical signals are 180 degrees out of phase (opposite polarity), they cancel out so we dont hear anything. To give you an example of how this can be a problem in everyday live-sound scenarios and also studio scenarios, consider the case of a snare drum. We normally mic up a snare with two mics, which are referred to as top and bottom, respectively. When a snare drum is being hit, the skin of the drum moves in the direction in which the drum is being hit. The mic on the top of the snare drum picks up the waveform moving away from it at the instant the drum is hit; however, on the bottom, the bottom skin moves toward the mic, so the mic picks up the waveform moving toward it at the instant the drum is hit. When the signals blend at the mixing console, we have two opposite waveforms. Because the sound from the top and the bottom skins oppose each other, the low frequencies in the snare drum cancel out, giving a thin sound. Now we know that when a signal has a phase shift of 180 degrees relative to an identical signal, it is completely canceled out, but there are different degrees of phase shift all the way through our phase compass. As the signal moves away from 0 degrees and the phase shift gets closer to 180 degrees, the cancellation become more severe. Once it reaches 180, it is completely canceled out, and as it moves away from 180 degrees through to 360 degrees the cancellation gradually becomes partial, until it reaches the 360th degree; then we are back at zero again, and our signals are perfectly in phase again. Always keep in mind that when something doesnt sound right, phase cancellation might be the problem.
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Transients can be measured in rise time. Rise time is at the start of the sound envelope and is the time taken for a signal to go from minimum level to maximum level. Lets look at something with a very short attack time, a snare drum. The time it takes a snare to go from no sound at all to its maximum peak level is extremely short. The sound that defines a snare drum is carried in that very small amount of time. If you listen to a snare closely, all the snap and the punch come at the same time, at the very beginning of the sound. Reproducing transients accurately is essential in order to clearly reproduce the defining consonants that make for good vocal intelligibility. They make the audio exciting, and they carry most of the definition of the sound. As such, they are as important, if not more important, than the frequency response itself. Without the leading edge or attack of each note, we lose the impact that the attack carries. (Later in the book, well explain how transients affect your mix and how you can use or not use them creatively.) Transients are extremely important in the manufacture of speakers and PA systems because speaker components also have a rise time. If you have a source signal with a rise time that is less than the time taken for the speaker to reproduce it, you will be losing signal definition. Therefore, in the manufacturing of speakers and PA systems, it is extremely important that the transient information be as accurate as possible.
Feedback
Feedback is the squealing or rumbling tone you hear when sound from a loudspeaker goes back into the microphone and is reamplified. This causes a neverending loop of audio, usually at a specific frequency or frequencies. This can be very dangerous: It can harm loudspeakers, and it can cause hearing damage.
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envelope
Envelope is a line connecting the waveform peaks of a single note. It is the change in amplitude over time of one note. An envelope has four parts: attack, decay, hold, and release. (We use these same terms for other things, such as reverb units, compressors, gates, etc.; for example, the attack of a waveform means the same as the attack of a compressor.)
Level 100% Key pressed Key released
Sustain
Attack
Decay
Release
Time
ATTACK Attack is the first stage of any waveform, and it carries the transient information we discussed earlier. It is the part of the waveform where the note rises from zero volume to its maximum volume. DECAY When the attack peak is reached, the decay comes immediately afterward. The signal will decay until it reaches a constant level, either falling into nothing or reaching a sustained level. However, some notes do not decay. If the sustained level is at the same level as the attack peak, you wont get a reduction in sound level. SUSTAIN AND HOLD Sustain is the period after the decay and before the release; the note can either remain at the same amplitude, decrease, or increase. Hold means the same thing; you will probably see this more on outboard units, such as gates. RELEASE Release is the length of time it takes for the signal to drop to zero level.
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dB V (Volts), which is what your mixing console uses dB FS (Full Scale), which is the scale we use for digital
There are many other types of decibel, which are fairly irrelevant to live audio engineers. What do we really need to know?
n
n n
A decibel is a ratio between two numbers. These numbers can be power, voltage, or pressure, but unlike pounds or miles, it is not a set unit, and therefore it is hard to quantify. All decibels are relative, and because they are a ratio we need a reference point, which is 0 dB. You need to know that on a mixing desk 0 dB is ok to hit. When we are talking about the volume, we hear as a sound pressure on our eardrum that 0 dB is next to no sound at all, and 110 dB is bloody loud.
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Definition
If you really want to know the actual definition of a decibel here it is: 10 * log(P1/P0)
chApTer 3
electronics
27
You come into contact with electronics every time you use a mixing console or effect unit, speakers, amplifiers, and the like. With the birth of consoles and processors, electronics in this new digital age might seem very complicated; however, the initial principles are the same as always. In this chapter, Im going to provide a quick refresher on the basics of electronics and then go into a little more detail about ohms and power.
The circuit
An electronic circuit is like a 400-meter running track. It has a start and it has a finish, both in the same place. If you think of a battery as the start and the finish, you must put a track out to connect the two poles (your positive and negative terminals) together. On this track, we can put any number of devices that require powerfor example, a light bulb. The power starts from the battery 2 terminal, it goes around to the light bulb and through the light bulb, and then it finishes back at the battery terminal.
The Athletes
In this analogy, the athletes are the electrons held inside the power source. It is the electrons passing though the various different components of a circuit that creates power in these components. Electrons are negatively charged, and, as with anything, positively and negatively charged objects are attracted to each other. Therefore, the flow of electrons in a circuit always goes from negative to positive. The light bulb has two terminals on either side. One is connected to the negative terminal on a power supply, and the other side is connected to the positive terminal on the power supply. This means that the circuit is complete
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
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conductor
A conductor is anything that electrons can pass through to get from one end to the other. In our analogy, this is our running track. The conductor can be in the shape of a copper trace on a printed circuit board (PCB) or copper wires connecting the two terminals of a speaker to an amplifier.
PCB PCB stands for printed circuit board. Most of the equipment you will use has a printed circuit in it. Although you dont need to know exactly what each component does on the PCB, you should understand the basics so that you can recognize the telltale signs of damage on a PCB.
Components can burn out and create a black mark. If you see one of these, dont try and fix it unless you are competent at electronics and solderingjust send it back to the manufacturer or dealer. Dry joints are another common problem, especially in touring equipment. These are very common in touring equipment because they are caused by general wear and tear, loading electronics into flight cases and putting them into the back of a truck for them to go bouncing down the road. You can identify a dry joint by an intermittent fault; when looking at the PCB itself, you might be able to see that a solder joint has physically come loose. Fortunately, this problem is easily fixed with a soldering iron. However, if the circuit has been completely detached from the board, this is a more complicated problem; in that case, you are probably better off simply sending the piece of kit back.
Ac/dc
In addition to being one of the most famous rock bands of the 1990s, AC/DC also refers to types of current. There are two types of current: alternating current (AC) and direct current (DC). Alternating current changes direction 50 or 60 times a second, meaning it flows backwards and forwards; this is the kind of power you get from the electrical
electronics chApTer 3
sockets in your house. If you look at an AC voltage on an oscilloscope, you will see that it looks exactly like a sine wave in audio (or a distorted sine wave). Thats because it isand because it is a sine wave, it oscillates in the same way. Direct current, on the other hand, is the steady flow of electrons in one direction, and it is what all electrical devices use. The power supply inside an electrical device converts the AC power supplied from the wall outlet into DC power that the unit can use. A battery is also a DC power supply.
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VolTs
ElectroMotive Force (EMF) is the potential force with which electrons are pushed through a circuit. We measure this potential in volts. The more volts supplied by a circuits power supply, the more potential power you will be able to get out of your circuit. In some cases, you may need to use your multimeter to measure volts. On the meter, you will see two acronyms: VDC and VRMS. Because electronic circuits work on a DC power supply, you need to use volts direct current (VDC); for other power sources, you need to use volts root mean squared (VRMS) or volts AC (VAC). We use VRMS to measure the root-mean-square level of an AC voltage, which is approximately its average value over time.
WATTs
A watt is the unit by which we measure electrical power produced or consumed. Watts, amperes, and volts are intrinsically linked; a watt is defined as: 1 volt 3 1 amp 5 1 watt You should also be familiar with milliwatts, which are one-thousandth of a watt, and kilowatts, which are 1,000 watts.
ohms
The ohm is a measurement unit of resistance or impedance. In other words, it measures how easily electrons flow through the circuit. A lower number of ohms means a lower resistance. Ohms are one of the most important measurements in electronics. Every piece of equipment we use has some input or output resistance or impedance, ranging from speakers and microphones to amplifiers and headphones. Going back to our running track analogy, you can think of it this way: Every time you add a hurdle, it slows the speed of a runner. Anything, whether it is a light bulb, a fader on your mixer, or even yourself put into an electrical circuit has some kind of resistance. Some engineers manage to go through their entire career not really knowing what an ohm is or how to work with ohms in their system. You can get by with
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ohms law
Ohms Law states the following: voltage 5 current 3 resistance, or resistance 5 voltage/current. Resistance (in ohms) is voltage (in volts) divided by current (in amperes). In equation form, Ohms Law is V 5 IR, where I 5 current in amperes. To understand this law more thoroughly, lets look at some practical examples that you may encounter in your day-to-day audio experience. Lets assume that you want to push the master fader up on your mixer by 6 dB. By doing this, you are doubling the voltage, and by doubling the voltage, double the current has been pushed down the line toward the amplifier. Now, lets assume our loudspeaker is 8 ohms. Thus, at 12 volts, our current would be 1.5 amps: 12/8 5 1.5.
Figure 3.1 A rather handy chart to have when working with Ohms Law. This shows how we can rearrange the letters to find the answer when we have other values. The letters in the middle of the chart represent the end result. The P stands for power, so this is your watts. So when we want to find out what the resistance is we can us the pie chart to see that R 5 V/I.
electronics chApTer 3
Thus, using Ohms Law, you can determine that the power going to our speaker would be: 12 volts 3 1.5 amps 5 18 watts When you double the power (watts), the signal level goes up only 3 dB, not 6 dB. When you double the voltage, the signal level goes up 6 dB. It sometimes happens that one side of a system is quieter than the other. Remember: Everything in an electrical circuit has an impedance of some sort, even cable; thus, on a long cable run from an amplifier to a speaker, you could lose as much as 2 ohms. If youre running from a 100-watt, 4-ohm amp into a 4-ohm speaker, the impedance on the speaker and cable would be 6 ohms, giving you only 50 watts of power. Here is another example: A 2-ohm cable passing 2 amperes of current loses 8 watts of power. Thick (low-gauge) speaker cables have less resistance than thin cables of the same length. So use thick cables (at least 12 gauge) to avoid losing power in the cables. The higher the resistance of a speaker cable, the more power you lose through that cable, by the equation Power 5 current 2 squared 3 resistance (P 5 I2 3 R) With this in mind, you should understand that its always important to make sure you have the same length and thickness of cable on both sides of a system. On short runs, different-length cables might not be very noticeablebut when setting up larger PA systems, it will have an effect.
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load
Now that you understand what ohms are and have seen how they can be used in an everyday live audio environment, lets explain the idea of load on a circuit. Load, put simply, is the impedance in ohms that a circuit has to drive, such as a loudspeaker impedance. To understand this a little more clearly,
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SERIES CIRCUITS A series speaker circuit is a circuit in which speakers are connected from the terminal of one speaker to the 2 terminal of the next speaker. The current flows through each speaker one at a time, but the electrons are moving so fast that you will not hear any delay. The more speakers you have in series, the higher the impedance of the total speaker load. For example, if you have two 8-ohm speakers, the load on the amp will be 16 ohms.
electronics chApTer 3
PARALLEL CIRCUITS A parallel speaker circuit is a circuit in which the terminals of the speakers are connected together, and the 2terminals of the speakers are connected together. The effect of this is the opposite of a series circuit: The impedance decreases. Thus, two 8-ohm speakers wired in parallel create a 4-ohm load on the amp.
Its important to wire the speakers to obtain a total load that matches the amplifier impedance spec. This makes the amplifier work most efficiently and thus produces the maximum output possible. For example, if youre running an amplifier designed for a 4-ohm speaker load and your speakers are 8-ohms impedance, the amplifer might overheat.
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power capacity
The power capacity of a circuit is the maximum power it can handle without burning out. You should always know the maximum capacity for any given circuit; fortunately, its quite easy to figure this out. To begin, remember that you should always give yourself a safety zone to work within; the power used in a circuit should be less than 80% of the maximum power it can handle. Referring back to Ohms pie chart in Figure 3.1, you can see that, in order to determine how many watts a circuit can have, all you have to do is multiply
34
chaPter 4
35
Power can be one of the most difficult parts to understand when setting up a sound system. Understanding just the very basics of how power is supplied and distributed around the system is very important and can help find a quick solution to any sort of problem. At this point, we have already discussed the basics of electronics, which makes the jump to power a fairly simple one. The parameters are exactly the same: Electrons move, causing things to light up and make noises. We have discussed most of the basic physics in previous chapters, but we should explain a couple more fundamental issues before we get to anything else.
Frequency
Recall that when we looked at alternating current from a power outlet, we saw that it looks exactly the same as a sine wave in audio. And, as in audio, the sine wave has a frequency that is set by the power supplied to the sockets. Worldwide, most domestic sockets run between 50 and 60 Hz. You will find that most pieces of equipment can handle this frequency range.
GroundinG
Grounding, or earthing as it is known in the United Kingdom, is primarily a safety feature of an electrical circuit. Electricity is attracted to the earth, and all electrical current tries to find the easiest path to get there. To make the grounding system work, we drive metal rods into the earth, and the electrical circuit is connected to it. This applies to any circuit; if it is in your home or venue, your electricity suppler will have a ground connected somewhere nearby. If you are using a generator outside, then youll probably see a bit of cable attached to a metal pole just next to it. If a fault occurs in an electrical circuit, this grounding system will protect people, animals, and plants from getting a potentially deadly shock of electricity, or creating an electrical fire that could burn your house down. A ground rod is used to dissipate electrical charges from faulty currents, static buildup, and lighting strikes. It may also reduce electromagnetic and radio frequency interference.
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
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FiGure 4.1 Fuse box from the Anathema tour when we hit Brasilia.
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chaPter 5
41
Before a tour has even started, part of your job as an enthusiastic audio engineer is to advance the shows, which means that you create documents of your bands technical specifications (or tech specs) and then send them over to your tour or production managers so they can send them to the venues and/or promoters, along with any other documents they need. You need to make sure you have received the tech specs from each of the venues or the PA companies that are supplying the gear. This process needs to start sometime before the first show. As part of advancing the show, it is also your responsibility to go through the venue specs and make sure everything you will have at the venue will work with your bands setup. For example, are there enough channels in the multicore (snake) for you to send all your mic signals to the front of house? Do you have enough tie lines (which are a way of sending a signal from FOH) to send everything you need to stage? Have you used the console before, and are you familiar with this kind of PA system, if you arent touring your own? And even if you are touring your own PA system and consoles, you need to liaise with the PA company to make sure it has everything from you that it needs to put the whole system together.
Budget
Although you wont be expected to prepare a budget for your kit, and you probably wont be involved in that process at all, everything comes down to budgets at the end of the day. If you want something, someone has to pay for it. On smaller tours there is usually not even enough cash to get you around the country, let alone pay for the latest gear. So, when there is something you need, speak to the people who write the checks, and get them to sort out who is paying for it. Remember: a big part of your job is to get the best out of what you are given.
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channel lists
I added two examples of channel list Ive made in the past (Figures 6.1 and 6.2). One of the key points when piecing your channel list together is to remember that you know what is happening on stage; the venues wont, so adding as much information as you can, in as simplified a form as possible, will help everyone involved. Always include your name, position, phone number, and e-mail addressthere are always questions that need to be answered. You should also include a version number and/or a date on the document. You may also want to take advantage of systems that allow you to share documents, enabling multiple people to edit them without creating multiple versions (for example, Google Docs). This way youll be sending out the most up-to-date version of the document every time. I cant count the number of times weve turned up at a show and the venue has a channel list that is 9 months old because the agent didnt send over the latest version. This procedure should hopefully eliminate this problem. As you can see from the figures, these documents are split up into columns listing channel number, instrument, type of microphone, any inserts required, whether phantom power is required, what type of stand you need, and any other notes that might be relevant to your setup. On the La Roux channel list, you can see that I have color-coded a section called La Roux loom. Now that we carry our own mics cables and looms (we also use the term lines to mean the line from the mic to the console) for the stage, we have a patch bay on the back of the equipment that runs straight to our own stage box for the mic lines. This is really just for our benefit because of the ways the lines have had to be labeled. But having your stage positions labeled on your channel list will help
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Channel List
Ch 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 Instrument Kick Snare Sn + Hts KIT KIT Perc Perc Elly Perc Bass Moog Bass Bass Guitar Acoustic Guitar Melody Track Track Synth Nord Synth Nord Elly Vox BV BV Mickey Vox Spare Radio Vox Click Click 2 AMBIENT AMBIENT LR Notes HD 1 KIT HD 2 KIT KIT HD 5 HD 6 KIT HD 3 Lap 1 Input Own DI DI Own DI Own DI Own DI Own DI Own DI Own DI Own DI Own DI Own DI DI DI Own DI Own DI Own DI Own DI Own DI Own DI Own DI Radio Mic Own DI Own DI e935 e935 XLR DI Cond Cond La Roux Loom Key Rack - 1 DRUMS - 3 Key Rack - 2 DRUMS - 1 DRUMS - 2 Key Rack - 5 Key Rack - 6 DRUMS - 4 Key Rack - 3 Key Rack - 11 Key Rack - 12 Key Rack - 19 Key Rack - 21 Key Rack - 4 Key Rack - 7 Key Rack - 8 Key Rack - 13 Key Rack - 14 Key Rack - 15 Key Rack - 16 Straight to Split Key Rack - 9 Key Rack - 10 Key Rack - 20 Straight to Split Key Rack - 17 Key Rack - 18 DRUMS - 12 Key Rack - 24 Insert FOH Comp Comp Comp Comp Comp +48v Y Y Y Stand
L R L R
HD 4 HD 7 HD 8 LAP 2 LAP 3
Comp
Own Stand
HD 9 HD 10 U/S Centre
Own Stand
We will be carrying all our own Mics, DI's and Stands where stated. We are carrying our own In Ear Monitor Systems for each member of the band. We will be carrying our own monitor console. Please provide XLR tails to patch into this.
Figure Contact: Audio 5.1 The La Roux Channel List. Dave Swallow
analogueweb@mac.com
the in-house techs run the satellite boxes or looms of mic cables to the right place on stage. (This is especially useful when doing festivals with quick changeovers, so that everybody knows exactly what is supposed to be going on.) Remember: Communication is key to having the whole day running easily and well.
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Channel List
Ch Instrument 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 Kick (Con) Kick (Dyn) Snare Top Snare Bot Snare 2 Hi Hat Rack Tom Floor Tom Floor Tom OH (SR) OH (SL) Bass Di Bass Mic Guitar Guitar Keys L Keys R Whurlitzer Baritone Sax Tenor Sax Trumpet Flute Key Vox BV1 BV2 Amy Vox Mic AE2500DE " ATM650 AE3000 ATM350 AT4041 ATM350 AE3000 AE3000 AT3060 AT3060 Active DI ATM250 AT4050 AT4050 Active DI Active DI Active DI Pro 25AX Pro 25AX Pro 25AX AE5100 ATM610 ATM610 ATM610 ATM710 ATM710 (Own) (Own) (Own) (Own) (Own) (Own) (Own) (Own) (Own) (Own) (Own) (Own) (Own) Comp Comp Comp Comp Comp Comp Comp Comp Comp Avalon 737 + BSS DPR901 Comp Insert FOH Gate Gate Gate FOH VCA Insert Mons 1+7 1+7 1+7 1+7 7 2+7 2+7 2+7 7 7 3+7 3+7 4+7 4+7 5+7 5+7 5+7 6+7 6+7 6+7 7 8 8 8 8 8 Gate Gate Gate Stand Short Boom Short Boom Short Boom Clip (Own) Short Boom Clip (Own) Clip (Own) Clip (Own) Tall Boom Tall Boom Short Boom Short Boom Short Boom Notes
Comp
Comp Comp
Comp Comp
Short Boom Short Boom Tall Straight Tall Boom Tall Boom Tall Boom Tall Boom Tall Straight with Round Base
27 Spare
stage Plan
The key to a well-put-together stage plan is to keep irrelevant information out and retain just the basic information needed for the stage. On the two examples of stage plans above, you can see that everything is clearly labeled; you can see where the power drops are, what AC mains voltage is required (this
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Pa sPeciFications
Whether you are working for a band, venue, or PA company you should be able to put together a PA Spec. A PA Spec is a document that holds all the key information about what type of equipment you would like to use and/or bring into the venue (if you are traveling with the band), or what type of equipment is in the venue (if you are working in house). From a touring artists point of view, you should be specifying what equipment you want to use or are bringing into the venue like desks and PA system, and how much and what type of outboard equipment, such as gates, compressors, delays, and reverbs you need to run the show. Putting this information together will help the venues and promoters get the right equipment for every night, and if there is going to be a problem getting hold of certain elements, they can find out if you have any alternatives. The way the PA spec should be split up is the same no matter if you are the bands audio engineer or the in house PA tech. Its always a pretty good idea to start with the loudspeaker section: List what type of box you have, how many there are, and what they are used for. Here is the PA spec I used for Amy Winehouse:
Foh
System: D&B Q1 / J8, L.Acoustics V-Dosc / Funktion One Res5 The System must be capable of producing up to 120 dB SPL in a frequency range of 30 Hz20 kHz and must be able to produce equal sound dispersion throughout the auditorium. The system must be electronically crossed over. Unacceptable PA Systems: Peavey, Old Martin, and Home Made Boxes Desk: MIDAS H3000 MIDAS H2000 MIDAS XL4
A fully working Parametric EQ is required for each channel, with Q, pads, Hpf, Phase Reversal, Phantom Power, and 8 Auxiliaries. Must NOT be on a riser, on, or under a balcony. It must have at least 48 mono channels and 6 stereo channels with fully functional parametric eqs on all channels, 8 VCAs, 8 subgroups, and 8 mute groups.
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As you can see from this spec, its fairly basic. It states what I would like, alternatives if they dont have what I am after, and what Im really not willing to use. If you are putting together PA specs for a venue, then you need to list all the equipment you have in the venue so that this can be sent off to all the bands that are going to be coming through the venue. Take a look at the following layout; youll see how Ive split each part of the whole PA system up into sections. This will help whoever is looking through the spec to quickly see what you have and how much of it there is. If anyone is looking for a piece of equipment, then its easy to find.
FOH Loudspeakers
D&B Audio Q1 Line Array 5 3 Q1 Mid/Hi Main PA 1 3 Q7 Infill 6 3 Qsub
FOH Amplification
5 3 Camco Vortex 6 Amplifiers 2 3 Camco Vortex 4 Amplifiers 4 3 Camco DX 24 Amplifiers 6 3 Camco DX 12 Amplifiers
FOH Console
1 3 Midas XL200 Console, 44 mono, 6 Stereo
FOH Processing
1 3 BSS FCS-966 Dual 31 Band Graphic EQ 2 3 BSS DPR502 Quad Gate
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FOH Effects
1 3 TC Electronic D2 Multitap Digital Delay 1 3 Yamaha SPX1000 Multi Fx 1 3 Yamaha SPX 990 Multi Fx
Monitor System
8 3 Martin LE400C Floor Monitors In Matched Pairs 2 3 Martin H3 Sidefills 2 3 Thunder Ridge Tri-Amp Drumfills
Monitor Amplification
4 3 Yamaha PC4800 2 X 800 W Power Amp 4 3 Yamaha PC9500 2 X 1400 W Power Amp
Monitor Console
1 3 Soundcraft MH3 40ch Console
Monitor Processing
4 3 BSS Fcs-966 Dual 31 Band Graphic EQ 2 3 Drawmer Quad Gate 2 3 BSS DPR402 Dual Comp/De-esser 2 3 Behringer MDX440P Multicom Pro 1 3 Behringer XR440P Multigate Pro
Monitor Effects
1 3 Yamaha SPX1000 Multi Fx 1 3 Yamaha SPX 990 Multi Fx
Line System
1 3 4010 Multicore 1 3 16 Way Satellite Box 1 3 12 Way Satellite Box 1 3 12 Way Tie Line (FOH Stage)
Microphones
1 3 SHURE BETA 91 2 3 SHURE BETA52 6 3 SHURE SM57
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Microphone Stands
11 3 Beyerdynamic Tall Boom Stands 11 3 Beyerdynamic Short Boom Stands After you have written your spec, you should include any other additional information you think might be important, such as how the PA system might be split up into zones and what type of DJ equipment you have.
Venue specifications
So that takes care of the PA systems, but sometimes , if you are an in-house tech, it could fall on your shoulders to put the other specs together for the venue. Your PA spec can be expanded to include information about lights, catering, merchandise, and other details. When youre putting together venue specs, there are some very key things you should include, so that artists know what to expect well in advance of a show. For example, you should include all the equipment you have, information about any pieces of equipment that are going in for maintenance, and details about whether there are any changes to anything else that matters (such as load-in or the capacity of the venue). When putting the layout together, make sure that you have all the important information about your venue right at the top of the first page. These would be things like the name of the venue, address, and contact details. Also make sure that you state the address of the load in, in case it is different from the main venue address (for example, the street behind the venue or to the side of the venue), along with contact details of the person in charge of loading the gear in, and where to park the bus/van/truck. You should state whether they will have to tip and go, or if there will be adequate parking for the duration of the show. Another handy thing to do is use a footer on each page of the document with page number and venue name on it. That way anyone printing anything out knows if they have lost a page, or where it goes if they find the page. After youve got that all laid out, split your spec into different sections. Contact details should be right at the top underneath the important load-in information. Include all production staff members that are necessary to the productionfor example, promoter, production manager, head of sound, and head of lights in that section.
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Power specifications
I placed power specifications in an additional section because its quite important to get this material right; otherwise you might end up in a cloud of smoke and with no equipment working. There are two sides to this: the power that is required from the venue as a touring production and what power the venue has. Lets take a look at the touring side first. Make sure you have specified exactly what power you need, including the voltage, amperage, and positions of the power sockets. Its a good idea to add this information to your stage plan, showing the exact position of the power drops. If you are writing a spec for a PA system, make sure that the venue has
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Power
P.A. 63A 3 Phase Stage Left, Camlocks or Cee Form. Lighting 100A 3 phase Stage Right, 125A Camlocks or Cee Form. Now lets look at the information you should have about power in the venue. State what circuits you have readyfor example, lighting, PA, on-stage, and any others. State what amperage each circuit is, how many phases each circuit has, and what type of connector it uses.
Flexibility
Everyone has budgets to work within and it isnt always possible to get the right kit. You should be flexible, and give two or three alternative choices of equipment. If something is so important that you absolutely must have it, you should probably bring it along yourself.
chapTer 6
rehearsals
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Rehearsals are an incredibly important time for a sound engineer. They are when you might see the gear for the first time, when you first meet the band and the crew, and when you get to learn the music and the songs. With this in mind, this chapter is about everything that happens around the time rehearsals are taking place.
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schedule
Making a schedule is essential when rehearsing, especially if you have only one or two days to prepare everything for the tour. You are going to need to work out when you will be able to look at the equipment you are carrying and whether there are going to have to be any last-minute equipment changes. The bottom line is that its essential to figure out what and when everyone is doing what they need to do. For example, the techs in charge of the backline might have been in for the very first rehearsal to set everything up, but have to come back before you run through any changes since that first rehearsal. Its important to keep this is mind when making your schedules as it ultimately saves time and moneyand you wont get in each others way.
rehearsals chapTer 6
Rehearsals are also a good time to try and find a good stage volume. Remember that the band will probably have monitors on the stage; you need to find a happy medium between what is too loud for the front of house and what is too quiet on stage. You wont truly know what works well until you are in the first venue, but a lot of guitar sounds that are run through valve amps are dependent on how loud the amp itself is. To control the stage volume in the house, it helps to place the guitar amps to the side of the players rather than behind them, and to aim the guitar amps upward at the players ears. That makes the guitar amps sound louder to the musicians but quieter to the audience. In addition, if you are fortunate enough to be taking some sound equipment with you, now is probably the time to start making sure you have everything in order, such as programming consoles and effects units. Effects can really enhance your mix, and getting the right reverb or the corrected delay time will help, but make sure you understand the way the equipment works. You will come across delay units that have a tap delay function (a button you can press in time with the music to get the correct delay), that you will be able to use on the fly during the show if needed, but you may also want to ask the band how long they want their delay.
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FooTprinT
As much as stage sizes change and venues get bigger and smaller, there is nearly always an optimum size that the band prefers. The bottom line is that the band needs to feel comfortable with the size of the stage, and this can be helped along by having the same size footprint for every show. In other words, you can help by making sure all of their equipment is the same distance apart from show to show, allowing them to best command the space. Although this may sound like a backline job (and it is, as far as setting up the equipment goes), its your job as an audio engineer to get the best out of the band on a day-to day-basis. Having a comfortable artist on stage will help you get the best possible mix.
cases
And now for a bit of housekeeping . . . Having flight cases for all your equipment is the best way to keep your gear safe and sound and in good working order when traveling. After all, you want to get the best possible sound out of your equipment, so it really should be in the best possible condition. Although this is another backline job, people sometimes need a little push in the right direction to get the ball rolling when it comes to getting cases made. In the early days of a bands career, flight cases may seem like a bit of an overindulgencebut when the amp falls out of the back of the van, it wont seem like that anymore. If you can manage to afford them, cable trucks are also extremely useful; they are a great way to keep all your cables in good working order. They also help you keep track of all the small pieces you have to carry around with you. Over the last year weve been using Samsonite suitcases, which have done the job very well, but now that the La Roux setup is getting bigger and bigger, it is time to retire the good old cases.
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rehearsals chapTer 6
self-contained. If you keep all your own equipment self-contained, it will help with faster and more efficient setups. Even though you will have more to do, you wont have to deal with local crew asking general questions, and you will know that everything works. It also helps keep the stage neat and tidy. If you are going to be building this kind of thing with a company that specializes in it, you need to leave at least a month between your initial plans and getting everything delivered to yousometimes a lot longer, if its a time of high demand. There are many reasons to create a stage infrastructure, from making life simpler on stage to avoiding catastrophic equipment failure. To illustrate this point, in a recent experience I had a show where one of the cables to the monitor console was out of phase on the keyboard channels, which are stereo. Because we were running late, soundcheck was a little rushed, so the problem wasnt obvious but caused endless trouble throughout the entire show. We were also prone to a few power issues during this show. The power supply we were attached to was a generator, and it was running a few cycles per second faster than it should have. Remember how we looked at an AC power supply running between 50 and 60 Hz back in the previous chapter on power? Well, this particular power supply was running slightly faster. This wouldnt normally cause problems, but we do have a couple of pieces of equipment that are a little sensitive and refused to work. Take this into account, and think slightly more about protecting sensitive pieces of equipment. Power spikes or complete power failure can be catastrophic for hard disks, so integrating a power distribution system into your stage infrastructure is a good idea. The power should be conditioned so that you are supplying your sensitive pieces of equipment with nice clean power, so there should be far fewer issues to worry about. Another factor in creating these stage systems is that during festival season, its always nice to use your own system, rather than having the festival tell you what your patch will be. Ultimately, what it comes down to is that, if you can afford it, building a stage infrastructure is a handy thing to do. Begin by planning the number and location of lines on stage. The setup I am running at the moment with La Roux has 4 lines where the drum kit is, 18 lines coming out of the keyboard rack, 1 backing vocal at the upstage keyboard, a center vocal mic (which is a radio mic, so the receiver is located by the monitor console), and a spare vocal mic; all in all, its about 24 lines. We also have 2 lines that need to go only to monitors, which are ambient microphones for the bands in-ear monitor systems. For the UK tour, the band decided to add more items: an acoustic guitar, a bass, and a set of steel drums, all meaning another 6 lines. As you can see, the system needs to be diverse to cope with an ever-changing channel list. To make things fast and easy, we decided to make all the lines from the keyboard rack internal. All we need to do is plug one multipin connector into the back of the rack, and this supplies all the lines from the keyboard rack straight into the splits for monitors and front of house. We decided it would be a good idea to add 10 XLR sockets on the back of the panel, so we can plug external
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rehearsals chapTer 6
Figure 6.1 The La Roux stage infrastructure diagram that Nick Chmara from VDC and I devised.
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Foh case
Another important element to think about is what you carry with you in your front of house case. In this section, we discuss various items that you should always have on hand when on tour. These are the things I carry in my little beige front of house pelican case.
pencil case
You might find it useful to use an old mic case to store small items such as pens, white PVC tape, and USB flash drives. (Its now very common to see digital consoles that take USB drives to store data, so it is always best to carry them around with you.)
headphones
My favorite monitoring headphones are the DT770s from Beyer Dynamic. The difference between monitoring headphones and normal HiFi headphones is that HiFi headphones are acoustically designed so that the bottom end is rounder and the higher end is sweeter, for example. You should really only use monitoring-type headphones, as the coloration in Hifi style headphones wont give you a particularly good reference for the signal you are listening to. Whatever headphones you get, make sure that they are closed-back headphones. Closed-back headphones have much more isolation from external noise. That makes them far better for monitoring the signals in the console, unlike openback headphones, which transmit a lot of spill from the outside, making it very hard to listen to a specific thing in the mix. Open-back headphones have a lot more ambient noise in them because they are isolated like closed-back
rehearsals chapTer 6
headphones. They are typically used in the studio, or even in the street so you dont get run over while crossing the road, but if you try and use them at a live show you might not be able to hear what you are supposed to be listening to because of the volume in the room.
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cd and Microphone
You should carry a CD with a selection of well-produced songs that you can use to tune the PA system. Its also a good idea to have a mic in your case; with a reference mic you will know what your voice sounds like in case your CD player breaks down.
notebook
Lastly, I always carry a notebook with me. It is a good idea to have your notebook out over the first couple of shows, so you can make notes if there are things you didnt notice at rehearsal or that the band didnt tell you.
Toolkit
Obviously, making sure that the tour has adequate tools to function properly is important. Below is a list of a toolbox essentials, with just enough tools to get out of most situations:
n n n n n n n n n n n
n n n n n n n n n n n
Soldering ironI use a gas-powered one in case I cant get to any power. Solder Sponge for soldering iron Wire strippers Heat shrink Cloth Long nose pliers Set of screwdrivers include an electricians screwdriver in this set as well! Set of Allen keys Fuses (assorted) TorchI also have a little torch that I can strap to my head in case I need both hands. I do look like a prize plum, but it works KnifeI have a multitool that gets me out of most smaller situations Multimeter Power socket tester Sharpies (assorted colors) PVC tape (assorted colors) Spare batteries Adjustable spanner Multitool USB flash drive Temperature and humidity gauge Cork screw and bottle opener combo
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Section 2
Show Day
Listen to the stage manager and get on stage when they tell you to. No one has time for the rock star act. None of the techs backstage care if youre David Bowie or the milkman. When you act like a jerk, they are completely unimpressed with the infantile display that you might think comes with your dubious status. They were there hours before you building the stage, and they will be there hours after you leave tearing it down. They should get your salary, and you should get theirs.
Henry Rollins
Chapter 7
Load-In
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Hopefully, you will have received information from your tour manager or production manager about what time you are expected to be at the venue to get your equipment out of your vehicle and into the venue. This process is called load-in. Depending on the size of the production, load-in could be any time of the day, or even a few days prior to the show. Think about this: just because your bands set might only be an hour, you still might have to be at the venue at 9 a.m., for a 9 p.m. stage time . . . Long old day . . . But as long as you make it a relaxed and calm day you can have fun, and the whole thing becomes worthwhile. For festivals like Glastonbury and Coachella and for truly big bands like the Rolling Stones and U2, load-in could even be a week in advance of the show. These types of bands usually tour with three complete systems and rotate them from show to show because it is impossible to set up, pack down, and move onto the next show in the given amount of time with just one set of equipment. If your production reaches the size to be big enough to have an LD (lighting designer) carrying his or her own lights, that person will usually load-in first, along with any flooring that may need to be set up. If youre carrying all your backline, PA, and lights in the same vehicle, though, it will all be unloaded (tipped) at the same time. In this situation, staggering the access to the stage is often a good idea, just to avoid too many people running into each other. Get any flooring down first, then set up the lighting while the PA techs can start setting up the monitors, FOH, and boxes. Just be aware of what is going on around you at all times, and try to think ahead about what needs to be done not just from your point of view, but everyone elses as well. Know what your job involves. If you are working at FOH on a full production tour (i.e., a tour that is carrying all its own equipment, including a PA system and lights), you should be in the venue before the trucks are unloaded looking at ways to get the PA system to cover the entire audience and discussing how to hang or stack the PA. If youre the one teching the show FOH or monitors, you should be in the back of the truck letting everyone know what is and isnt going into the venue. For maximum efficiency, create a specific order in which the equipment should enter and leave the building.
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
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You are all on the same team, so work as a team. You arent finished until all your equipment is in the back of the tour vehicle. Never be on your cell phone while others are loading in (except in the case of an emergency, of course). Dont just watch people. If youre done, move on so others can carry on with what theyre doing. There is nothing more frustrating and morale killing than just seeing someone sitting on a flight case drinking a beer watching you while you are still hard at work.
LoCaL Crew
The local crew are the people who work at the venue du jour permanently, and theyre there to help you load-in, set up, and pack down. There is usually a crew boss, whos in charge of keeping everyone organized. If you have an experienced local crew, theyll normally know which flight case goes where, the different terminology for different pieces of kit, and how to set up the equipment, but they wont know your particular setup, so supervision will probably be needed. Most of them will probably either do this professionally, or do this to fill in the time between tours. Obviously, this helps with any setup. Ideally, you should split up the local crew into different teams to work with the different members of your own crew. They might have already split themselves up in to
Load-In Chapter 7
different teams because they might have a background in lights or PA, which is very useful. This will help utilize them as efficiently as possible. Always try and keep the local crew on your side, give them precise and clear instructions, but also be polite and friendly. If you have a problem, talk to the crew boss, and let him or her sort it out. Some of the best crew Ive ever worked with are in Glasgow, Scotland. These guys are amazing. I once saw four of them run a Midas XL4 up four flights of stairs at The Barrowlands. If you dont know what a Midas XL4 is, then let me just say that it weighs the same as about two fully grown space ships and is the mother of all live mixing consoles. It was seriously impressive.
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chAPTer 8
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Public address (PA) is a general term that refers to all types of amplified speaker systems, whether its a small system that has been permanently installed in a church or a system that has been installed for a day in a big venue for a fivepiece rock band. The original definition of PA system was a sound system used for making announcements. Now the term also is slang for a musical soundreinforcement system. A sound reinforcement system is what we use to amplify our music. I think of a sound reinforcement system as a system in a small venue that just reinforces the sound coming off of a stage, so you get a mixture of on-stage sound backed up with amplified sound from your sound reinforcement system. When you start getting in to venues that are bigger and bigger, the volume of the instruments gets less, so youve stopped reinforcing the sound and are now just amplifying to make the music louder. The phrase sound reinforcement system is rarely used; PA system is much more common, most likely because its just easier to say. In the context of this book, we are going to specifically focus on PA systems that are used in places where bands are playing.
PA Technology
On August 15, 1965, the Beatles performed a show at Shea Stadium in New York City. Properly amplified PA systems didnt exist at this time, so, at most venues, the vocals were amplified through a small PA system, and the rest of the sound would just come straight from the stage. This concert, in front of 55,000 people, was no exception; the Beatles had no other choice but to use the stadiums PA system (a Tannoy type that is used just to announce that someone has parked his or her car in the wrong place). Reports from the show state that the crowd was so loud that the band couldnt be heard at all. Despite this, the concert was one of the first successful large-scale shows and paved the way for the mega bands of the 1970s. The impetus for the development of PA systems in the 1970s was the famous acts that were around at the time. Bands switched from playing smaller venues
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
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Principles of PA Systems
As you may or may not be aware, there are many different types of PA systems in existence, all of which offer different qualities, different shapes, and different sounds. Some are hung in the air, and others are stacked on the ground, for example. With all these options, where do you begin when looking for your ideal PA system? In the maze that is the world of PA, there are many factors to consider when deciding what to use, how to use it most efficiently, what sounds best, and what works best with your other equipment. Most of the time, the venue already has a PA, so you dont have any choices. However, there are a couple of fundamental things you need to know about PA systems as you start using them. The main point behind using a PA system is to get consistent audio to every corner of a venue. Make sure you have a constant frequency spectrum across the venue, as well as from front to back, with no peaks or dropouts anywhere. This might sound obvious, but, due to the limitations of loudspeakers and physical attributes of rooms, it is surprisingly hard to achieve. The PA system also ensures that there is enough power to carry the audio though the audience, which is, of course, an essential element of any live show. The best type of PA system would be two speakers that are capable of reproducing the entire human hearing range on either side of the stage, that react instantaneously to all the transient information held within the waveform, and that will cover the audience equally. Unfortunately, this type of system doesnt exist. We cant make a speaker that has a very flat frequency response, so we need to use different types of speakers and different types of processing to get the best possible results. Now that we understand the ultimate goal, lets look at how PA systems work. Once you understand the concept of different types of speaker drivers, speaker
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DiSSecTing A SPeAker
The principles behind a speaker and a moving coil microphone are the samethey both have magnets, they both have a coil of copper wire attached to some kind of diaphragm, and they both have positive and negative terminals. The way they work is very simple (see Figure 8.2): The copper coil is
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Figure 8.1 When you start getting into the world of dance music, your total sub could be using 7580% of the total power of the PA system.
Surround Diaphragm or cone Voice coil former Dust cap Spider Top Plate Magnet
Frame or basket
Pole piece
Voice coil
suspended between the two poles of the magnet. In a microphone, when the diaphragm is moved, it causes the coil to move, which then breaks the magnetic lines of force of the magnet, which creates an electrical signal in the coil wire. Each little sound-pressure variation on the diaphragm is picked up and converted into a corresponding electrical signal. When the amplified electrical signal reaches the positive and negative terminals on the speaker, it creates a magnetic field around the speakers voice coil, which in turn moves the voice coil in the loudspeaker, which then moves the cone in nearly the exact same way the diaphragm picked up the sound. This is how we get a replica of the same sound-pressure variations that were made on the diaphragm in the microphone, in addition to all the processing the signal undergoes on the way through the system. Because the principles underlying speakers and moving coil microphones are exactly the same, you can actually use a speaker as a microphone and vice versa. It would sound terrible and we dont recommend it, but it can be done.
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loudspeaker Dispersion
Another important factor in speakers is their dispersion angles. A speaker by itself spews out audio from all different angles, but when you put a speaker into an enclosure, you create an angle in which the audio is spread. Dispersion angles are very important when you are installing a PA system, because you want to get the maximum coverage possible in the venue in which you are working. Dispersion angles are specified in horizontal and vertical planes; these represent the spread of the sound from the speaker box. Typically, the SPL is down 6 dB at the outer edges of the dispersion angle compared to the SPL directly in front of the speaker.
POINT AND SHOOT The traditional way of getting the best coverage from a PA system is to place one box on top of another, or side by side. This creates a cluster, or an array, for
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Figure 8.5 Shows the basic idea behind the virtual point source system principle.
In large spaces, for example, you might hang the system in the air and point it down toward the audience. These point source systems can hone in on one specific area and can be treated differently from the other speakers in the system (i.e., they can have different EQs). We place these loudspeakers so that they cover selected parts of the audience, either as a single unit or in arrays of several speakers. In these types of point source systems, the drivers are placed quite close together at the rear of the box and then flared out at the front. Because of this arrangement, when you couple the boxes together, they create a wall of sound. There are two typical designs for point source systems: long-throw and shortthrow. Because of the dispersion angles of the speakers, we need to employ these two different types of systems so that we wont get too many points in the venue where the coverage from different speakers overlap. When overlapping occurs, this can cause all sorts of phasing problems. Long-throw systems have a much
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HOLD THE LINE The other commonand, frankly, most fashionabletype of PA system is a line array system. The big advantage this type of system has over others is that the volume loss over distance is far lessapproximately 3 dB over the doubling of distance. They are also easier to fly than conventional point source systems because they just hang in one long straight or curved line, and there is no need to worry about angles across the horizontal. All the same, you do need to make sure the dispersion angles along the vertical give you the right coverage into the room.
Some line array systems tend to use direct radiating enclosures, which inherently have low efficiency due to their lack of impedance match to the air. However, this lack of efficiency can be overcome by coupling many speakers together and by using high-power amplifiers. Recall the statement earlier in this chapter that the best type of PA system is one large speaker system on either side of the stage. This may be a little impractical, but it isnt as far-fetched as you may think. Speaker enclosures have
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Point source systems come in a range of horizontal and vertical coverage angleswide to narrowso that you can direct the sound where it needs to go rather than spread it out across the room. Line arrays tend to create strong sound reflections off the rear wall, which muddies the sound in shallow rooms. They also radiate sound in a wide horizontal angle, which creates reflections off the side walls. Because the sound in long throw point source systems is more directional, the wavefront is stronger, helping it to push through environmental factors more easily. But to cover the entire audience you may need to have a lot of boxes. Compared to line arrays, small woofer/horn speakers can be easier to hang, typically using load-rated eyebolts and steel cables or chains. Also, woofer/ horn units can be more easily mounted in special locations to adapt to the shape of the room. Line arrays require a very high ceiling because they must be tall to work properly. Line arrays provide more consistent volume from the front to the back of the room. The angles and the volume of each speaker box can be adjusted to make the most of the room, ensuring that the sound volume does not drop off much with distance. Viewed from the side, a line array radiates sound in a narrow beam, so that not much sound reflects off the ceiling back to the listeners. The narrow beam also increases the ratio of direct sound to reverberant sound. Line arrays are preferred for very deep or very wide spaces. They excel at projecting sound over long distances and over a wide horizontal angle as long as they are indoors.
Just like any industry, we have precision tools for doing the job, which can yield greater and better results, but when used badly they can absolutely destroy what you are trying to achieve. And just as in all industries, we have types of tools that help you do your job and achieve an all-round good sound, but it might not be the standout audioscape you want to hear every night. Ultimately, getting good results comes down to user preference and to how good you are at your job. We all want to think we are at the top of our game, but the only way to learn and achieve a better sound in the long run is to hear about the mistakes we are making and to work on them. But when we hear about the mistakes we are making, it is sometime hard to take them on board as they are: that is, as just mistakes that we can learn from.
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Subs
One of the most important things to keep in mind about subs is that theyre omnidirectional, meaning that its impossible to tell from which direction the sound is coming. All the sound appears to come from the full-range speakers, not the subwoofers. When you fly a PA system, the subs are separated from the rest of the PA, so its important to get a good, even spread of bass across the room. Ideally, you should make one mono source for the sub in the center of the room, but this isnt always possible (usually because of crowd barriers). If you have a left and right sub stack, make sure they are all aligned together and in the same direction so that the drivers are placed in a line together; this will help unify your sub sound across the room.
SPeAker MAnAgeMenT
After the PA is properly set up with all the correct angles and directions, the next step is to see that the whole system works together.
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PA and the delay speaker (which isnt yet time aligned) is being produced at the same time, the music arrives at his ears at two different times. Because one speaker enclosure is closer, Mr. Stick-Man hears the sound from the nearest speaker first. If we delay the time of when the delay speaker produces the sound, we can make all the music sound like its in time (Figure 8.7), and Mr. Stick-Man will have a very enjoyable concert. If there is any slight variation on an angle, or if a speaker is slightly farther back than the speaker next to it, there will be some degree of phase cancellation. This will lead to having a smeared audio image. As we mentioned before, having all your speakers aligned correctly will help, but there is also time alignment within the enclosures because if the drivers are out of alignment you will have the same smeared audio image. The goal is to have the entire speaker box completely in phase and time-aligned so that the sub, midrange, and highs create a single wavefront at the listeners ears.
When La Roux was touring the United States at the beginning of 2010, we played a show in Boston; it was a relatively small venue with about 900 capacity. While setting up the system before we soundchecked, I was walking around the room listening to what was happening with the sound in different places when I noticed a lack of punch in the system in the middle of the room. There was enough sub, so it wasnt anything to do with them. After much sidestepping and a frank discussion with the in-house soundman, we flipped the polarity switch on the low mids, and there it was. The punch was back, not just in the middle of the room, but it made the rest of the PA sit well over the entire room.
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Figure 8.7 Delaying the sound closest to you by the right amount will cause the sound from the main PA and the delay stack to seem to come only from the main PA speakers.
To fix this problem, you can apply a delay to speakers based on their location; the farther back they are, the more delay they need. You generally work in milliseconds when setting up time alignment, but you will find some systems that let you work in feet or meters. As you know, sound travels about 1,120 feet per second, depending on temperature, humidity, and air pressure. But as a general rule if you are looking at your PA and pacing things out, you want to be working on 1 millisecond per 1 foot or quarter meter. This should give you a fairly accurate alignment, but you might have to add or subtract a millisecond here or there to sink it in properly. You can use computers to help with time alignment, but computers dont have ears or the capability to understand how we hear changes in the audio; for example, you might want to have the high mids with less delay than what the computer is telling you because it makes them more prominent and produces a more pleasing stereo image. The formula for working out what time you need is: T 5 D/C T is the required delay time in seconds, D is the distance in feet between the main PA speakers and the delay stack, and C is the speed of sound. An understanding of how phase and time are linked can be used to your advantage. In smaller rooms, its a good idea to align the PA to the backline. Delay the signal going through the PA speakers so that the speakers sound aligns in time with the backline sound. This way, the backline sound and the
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At Londons Shepherds Bush Empire, as far back as I can remember, there have always been a lot of low-end frequencies right through the center of the room. This is caused by the sound from two low-end drivers summing in the middle of the room. So instead of having nice consistent bass through the room, in the center there is nearly double the amount compared to just a few meters on either side. This summing starts at about 15 feet, from the dead center in front of the stage, and goes out in a slight V shape toward the back of the dance floor where the sound console is situated, for about another 15 feet. If you were to stand outside of this area, you wouldnt hear the summing of the low end at all; you couldnt even hear it in the sound booth just behind this area. There is no way at all of actually getting rid of this summing, unless you realign the PA. In this particular venue, though, realignment isnt an option; the only thing you can do is move the point at which the summing occurs from side to side by slightly delaying the signal to one of the speaker stacks. Putting on a slight delay is the same as putting something out of phaseyou are moving where the cycles of the frequency meet and therefore couple, but you are able to control where the summation areas are. The reason we might want to consider moving the point where the low end sums together is that there probably will be fewer people standing in the wings of the venue, so you will affect less of the audience than you need to.
When we consider the high sensitivity of our ears, we realize that we can detect a delay of about 13 microseconds between each ear. When you start to hear multiple arrives of the same signal, our brains use that as a reference for distance, like reverb. So its important to try and keep everything aligned as much as possible. This will keep your sound at full strength and the entire frequency range intact. When something is out of phase, you will notice that it doesnt sound right. As weve said, your job is to get the best possible sound out of the system and room. Know the limitation of the equipment you are using and the limitations of the venue.
crossover Points
As you know, its impossible to build a speaker that both covers the entire audio frequency range and keeps the transient information needed for quality audio. To solve this problem, we split the audio frequency range into smaller ranges for each speaker, so that the bigger speakers handle the lower frequencies and the smaller speakers handle the higher frequencies. We then use what is known as a crossover to split the frequencies into different bands for each speaker. A crossover is a device that splits your signal into different frequency bands. The reason we do this is to stop unwanted frequencies from going into certain speakers, because you wouldnt want to put subfrequencies into
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Figure 8.8 In a typical Linkwitz-Riley curve (or filter), the idea is to reduce the level at the crossover frequency enough that we dont hear a change in level near that frequency.
ACTIVE AND PASSIVE CROSSOVERS You will likely encounter both active and passive crossovers in your work. Passive crossovers are typically built into speaker enclosures; they receive amp level signals and are usually fixed frequencymeaning that you cant change them. Active crossovers, on the other hand, have transistors and require AC mains power to work. They receive line level straight from the mixing console and then send line level to the amps. You are able to vary level and frequency response of all the speakers and to add signal delays as well.
You are more likely to come across passive crossovers with smaller shows. As you work bigger shows with better equipment, youll be using active crossovers over the whole system.
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GOING THERMAL If you put a significant amount of signal into an amplifier, causing it to clip for an extended period of time, you run the risk of it going thermal. When it does, everything turns off and you have nothing other than a few red lights on the front of your ampthis indicates that its gotten so hot that the contents of the amplifier will melt if it isnt turned off. This could happen for a number of reasons; for example, perhaps the fan inlet is covered in dust and no air is getting through to cool it off. Obviously, its essential to avoid going thermal during a show. If the amps are getting hot, make sure that you have fans facing the amp rack and that nothing is blocking any airways. Open a door if you have to, just to get through the show, but ultimately you might need to be looking into the reasons why this is happening. Many amplifiers overheat if they are connected to 2-ohm loads, but a few models can handle thatcheck the amps data sheet.
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MoniTor SySTeMS
Before we leave the subject of PA systems, lets briefly discuss monitor systems, which are set up at the same time as PA systems. Your monitor systems are on stage, and their purpose is to allow the performers to hear themselves. There are two ways of controlling these systems: either with auxiliaries from your front of house desk orand this is the preference of most engineerswith a dedicated on-stage monitor engineer. The setup of a monitor system is pretty much the same as that of the front of house PA system, but instead of trying to hang an enormous array of speakers, you are concentrating on individual mixes for the performers on stage. The amount of mixes varies according to the band. If youre lucky, you might have just 3; if not, you could have as many as 18 or more.
Wedges
Wedges are single-floor monitors and can be considered zoned systems in themselves. They are usually full range, meaning that they can deliver a pretty full-frequency band, minus extreme lows and highs. I dont know any type of PA system that can reproduce the entire audible range from 20 Hz to 20 kHz. Positioning is important with wedges. You may think that setting the wedges as close as possible to the performer is better. However, in reality, you can get better results if you set them up a little farther away. Generally, its recommended that you set them up 4 to 5 feet (11.5 m) from the performer. Wedges have an optimum angle, which you can easily see just by looking at them. If the speaker is pointing toward your head, youre in the right ball park; if the speakers are pointing toward your knees, you might not be able to hear them that well.
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eQ vs. Volume
Lets briefly discuss EQ versus volume in relation to mixing monitors. We will go into this matter in more detail when talking about putting your mix together, but for now lets focus on monitors and monitor mixes. When mixing on wedges, youll sometimes find that certain members of the band want to hear themselves better, and thus ask for more and more volume. This can cause problems for the others on stage and can turn into a never-ending cycle of ever-increasing volume. If someone needs to hear himself or herself better, the trick could be to make the sound clearer, not louderthis is done by EQ. Your monitor system will have graphic equalizers over each output going to each mix, and will also have a parametric EQ over each of the channels. These graphics have 32 volume controls. Each instrument has its own frequency range, so rather than turning things up, you can just EQ other things out. This makes space for the instrument or vocal of that particular band member to be heard much more clearly. You must also remember that filters are a great way to keep out unwanted frequencies from your mix. Your high-hat channel does not need to have frequencies below 400800 Hz in it, so why leave them in? They will just cloud up your mix. The same is true for in-ear monitors, but you wont normally have a graphic EQ on each mix output. When being asked to turn something up, just think about where its sitting. Can you hear it? Is it loud enough and just unclear? Its all a matter of thinking about what youre listening to and about how you can clear it up. A good tip is to remember to put filters on all effects returns to your ears. Most of the time the lows in your effects can create the same cloudy effect that is affecting the clarity of what you are listening to.
concluSion
All in all, we are limited by technologybut its still important to occasionally try and push this limit, as this is what advances our understanding of how
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My own personal preference is a point source PA system like the Funktion One series, which is a very transparent sounding PA; you can hear absolutely everything on it. It also lets the sound out of the boxes in such a way that the stereo imaging is some of the best Ive heard. (Of course, the sound is only going to be as good as the weakest link in the whole system, so having an inferior desk wont help.) The disadvantage of the Funktion One series is that they can be
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ChaPter 9
Desks Up!
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The next thing we do after we have raised our PA system toward the heavens is to set up the mixing consoles. In this chapter, we cover mix positions, mixing consoles, and outboard gear.
Mix Position
Life on the road can be hard, but its a lot harder when you cant hear what youre doing. Unfortunately, there are many venues where the mixing desk is not situated in an ideal location, such as in a room at the back of a club, or under a balcony where you cant see the PA and can hardly see the stage (this happened to me at a show in Chicago while out with Amy Winehouse). Unless youre carrying your own production, though, there isnt really too much you can do about it. Especially if it is a seated venue, where taking up expensive seats is not in the promoters or tour managers interest, and the artist wants the great sound that you give them, and also the money... its a complex game. From time to time you might come across a mix position that will cause you problems, and you know it just by looking at it. Then you hear someone say, You can see the speakers, so you can mix from there. This is just not cool. Of course its always nice to be able to see the speaker you are mixing from, but it doesnt work if you are in a sound booth at the back of a club with a piece of glass in front of you. That is classed as another room, and mixing in another room from the band is like driving your car at night on a dark road. You have your headlights on, but sorry officer I didnt see the drunken man running out into the road because it was dark. So what is the sweet spot of a mix position if you have the opportunity to be able to place your console where you want it? Each room is different, and each PA has its own characteristics; what might be great in one venue might not be great in another. Always remember that you will probably have to compromise at some point and keep other factors in mind. For example, while placing the mixing console right in front of the balcony might seem like a good idea from an audio perspective, it might not seem like such a good idea at the end of the night when your lovely new console is covered in beer, food, or, even worse, a
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
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Positions to avoid
One of the most important things you can know about setting up mixing consoles is the positions to avoid. And if you do have to set up in these positions, you should understand exactly what youre getting yourself into. First, the worst place in the world to set up a front of house console is in another roomthat is, in a sound booth. Venues sometimes use these in the interest of security; if everythings together in one room, its easy to lock it all away. (And, again, youre not taking up any valuable audience space.) As much as this might be an advantage for the venue and promoter, youd do just as well mixing the show from the pub around the corner. No matter how big the hatch or window to the room is, the sound is always massively different from what the audience hears. Another place that should be avoided is under balconiesor, more accurately, anywhere near balconies. If youre immediately below the balcony, you run the risk of people spilling drinks or food on your equipment (as we mentioned). However, if youre under the balcony, you get reflected frequencies from the ceiling, which can cloud your audio image and give a false impression of the balance in the room. Another risk of being under the balcony is that you may not be able to see the PA, which means you arent getting any direct sound from the PA, and thus youre trying to mix something you cant hear. Again, you might as well go to the pub around the corner. When it comes to audio, walls are usually pretty reflective. Being pushed into a corner or up against the back wall of a gig will give you a colored image of the sound. Low-end frequencies are a lot more noticeable within these areas. When you come within about 9 feet of a wall, you are beginning to enter what is known as a pressure zone, or boundary effect. The overall volume or possibly certain frequencies are increased in this area, which happens because of standing waves. When soundwaves strike a hard surface, the waves are reflected and combine with the incoming waves, so the sound pressure is increased near the surface. These reflections also cause comb filtering and boomy bass, which lead to very undefined audio and can make it generally impossible to accurately mix a show.
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LAYOUT The layout for all analog consoles is pretty much the same because the channel strips are laid out the same way. This has pretty much to do with the way the signal flows through the channel strip. There are some exceptions, of course; the Yamaha PM4000 springs to mind because the pan pots are at the very top of the console, along with all your routing buttons. In addition, old Hill Audio desks are pretty different from the conventional layout used now. (If you do come across one of these, treat it carefullyit should be in a museum.) But by and large, all analog consoles have the same layout.
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Digital terMinology
Lets have a look at this terminology and demystify what the terms are referring to and how they are related to each other.
Bit Depth
Bit depth is how accurately the waveform is measured during each sample and converted into digital data. Bit depth (word length) refers to the number of binary digits that are generated during each sample, such as 8 bit, 16 bit, or 24 bit. In a general term, this gives us the amount of binary digits available to store data. For example, an 8-bit code has 256 storage spaces, a 16-bit code 65,536 storage spaces, and a 24-bit code 4,294,967,296 storage spaces. In terms of colors, these are the amounts of different colors available in your color palette; thus the higher the bit depth, the more shades of color are available, and the transition through each shade becomes better and better. In terms of audio, this gives us a larger dynamic range; this means that the higher the bit depth, the more audio we can store before we run out of headroom and get distortion. The best way to look at how the bit depth will affect the audio is to visualize it. Take a look at Figures 9.1, 9.2, and 9.3. These show the difference in quality between something that has a bit depth of 4, 8, and 24, respectively. If we translate this to audio, you can see, or rather hear, the difference in the bit depth. The higher the bit depth of each sample, the less the distortion and noise the audio has, and the more defined it becomes; with a higher bit depth we have a more accurate measurement of the sine wave voltage at the instant it is measured or sampled.
sample rate
Sample rates are the amount of measurements of audio per second, such as 44.1 kHz or 96 kHz. This is the high-fidelity reproduction of your sound. Think of a film: To see a continuous moving image, we need a frame rate of about 2428 frames per second. This is exactly what the sample rate is, but more of an audio image. Higher sample rates will give you higher frequencies, whereas lower sample rates cut out highs, making the audio seem dull and lifeless.
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FigUre 9.1 4-Bit. As you can see by this wonderful picture I took on a driving holiday through Monument Valley, Utah, the colors dont blend into each other very well at all; theyre grainy and not very well defined. To see the color version of this image, visit the companion site at www.liveaudiobook.com.
FigUre 9.2 8-Bit. As we increase the bit depth the more colors become available, so we can see more definition, but there is still not that much definition between different shades of the same color. To see the color version of this image, visit the companion site at www.liveaudiobook.com.
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FigUre 9.3 24-Bit. Now we have increased the detail a lot more. The detail is far more defined, and the colors blend into each other much better than the other two images. The image is also a lot brighter. To see the color version of this image, visit the companion site at www.liveaudiobook.com.
FigUre 9.4 In this image we can see how a continuous curve of a sine wave is measured (sampled) thousands of times a second to result in digital numbers. The higher the sample rate, the more accurate the measurement will be, and the better the quality of the digital audio becomes.
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WORKING TOGETHER When we put our sample rate and our bit depth together, we get the overall sound quality. The higher we can have our bit depth and our sample rate means the more accurately we can sample and then reproduce the sound. But there is a limit to how accurately the analog waveform is sampled and then reproduced at the other end. We sample a sound and then reproduce it; the audio processor (digital signaling processingDSP) looks at the audio and gives it its best guess. You cant actually hear the digital process, but digital has a very distinct sound, which probably has to do with the different filters inside the audio processors.
144 (24 bit) dB (bit depth) 96 (16 bit)
96 k
FigUre 9.5 This little graph shows basically the amount of information difference between lower and higher bit depths and sample rates.
Bit rate
Bit rate (also referred to as data rate) is something else entirely different and shouldnt be confused with a sample rate. A bit is a unit of computer processing, and a bit rate is the amount of bits that is processed within a second. Bit rate does not affect file size; it affects how rapidly a digital signal transfers from one component to another. Bit rate is bits per sample x samples per secondin other words, bit depth x sample rate. So bit rate is a measure of audio quality, combining bit depth (which affects noise and distortion) and sample rate (which affects the highfrequency response).
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Digital Connections
Using digital connections is important if you are going and staying digital; they keep noise and phase shift out of your signal path by avoiding unnecessary D/A and A/D converters. There are a number of different types of digital connections for connecting up your console to various pieces of kit, the most popular of which are AES and S/PDIF. AES is the professional way of sending and receiving a digital signal; it sends a digital signal to a crossover or an amp, keeping the entire signal balanced and in digital format until the last possible moment. S/PDIF also keeps the signal in digital format until the last possible movement, but it is unbalanced. These connections seem to offer the best kind of digital connectivity.
latency
Unlike analog equipment, digital equipment takes some time to process informationand the more plugins or information that requires processing, the longer it takes. Because each signal is being delayed by different amounts due to different processes over different signal paths, the signals become out of sync. To fix this problem, the DSP must delay everything slightly, until all the processing is done, so that all the signals line up together. The time could be up to 10 milliseconds and is referred to as the latency.
Digital ProCess
We need to convert our analog signal into ones and zeros for our digital consoles to process. On our input stage we use analog to digital converters (A/D or ADC), and on our output stage we use digital to analog converters (D/A or DAC). A sine wave in an analog circuit is one continuous curve, but is sampled into numbers in a digital circuit; this is our sample rate. The more samples, the finer the steps are between points of the waveform, meaning that the waveform is captured more accurately. The digital signal is then converted back into an analog signal using a digital to analog converter (A/D). The binary numbers contained in the digital signal correspond to a specific place on the waveform, and a voltage from the A/D converter is used to reproduce the analog waveform as accurately as possible. Its in these processes that we can get a distinct sound, and it all depends on how these converts work and are programmed. I might say that it sounds digital, and to me it does because that word for me sums up the sound, but other
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analog vs Digital
The hard question, of course, is whether analog consoles are better than digital ones. I personally love the sound of analog consoles, and I probably always will. However, that being said, I have used the Midas Pro6 (a digital console), and think it does an amazing job. The EQ section is extremely accurate, and the gain section responds like an analog board. For all intents and purposes, it is sonically superband dare I even say it, it might actually be the best console Ive ever heard. The answer to which is better, analog or digital, really depends on what you want to do with it. Are you looking for a very clean, precision sound, or are you after a grittier, or warmer sound. Its about selecting the right product for the job. The difference between the analog and digital is like the difference between 35 mm film and high definition (HD)both are superb in their own right. The film, which some people class to be warmer, has a certain quality to it that just looks good. But then the quality and the detail involved with HD can be utterly breathtaking. If we go to a cinema and watch the same film in HD and film, we should have the best picture quality available. There will be a difference, but they will probably come into the realms of taste, rather than one actually being better than the other. If we watch the same movie at home on an
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I was working at a Brit Awards launch party in January 2010. It was held in London's IndigO2, which is in the O2 arena, which had a JBL Vertec PA and a Soundcraft Vi6 console. I've come across this combination of console and PA before, and I've always thought I've heard actual processingnot dynamic processing, but the actual CPU crunching digits. I know the processing is happening around 96,000 times per second, which apparently we cant hear; it could be phase shift in the digital filters, but its the only way I can describe the sound. Id thought Id heard this before with the same combination of PA and console, at a different venue, and no one else could hear it. At the time, I concluded that I was going crazy and that my suspicion of digital equipment was clouding my judgment. However, when I walked into the IndigO2 and heard the same thing, I knew it wasn't me. The system was put into the venue by a different person, had been set up by a different person, and was being operated by a different personyet the results were the same. And Ive heard the same thing over and over again as this combination has started to be put into venues all over the world. The point is that different products bring out different effects in other products. Combining two elements that bring out flaws in each other is difficult to cover up, and it is one thing Ive noticed happening more with digital consoles due to the precision of the controls.
Remember how we looked at hard and soft focus in relation to PA systems? Well, its the same here. Analog equipment sometimes has more of a soft focus; it rounds things off and can make our audio sound more natural. Digital equipment can be more hard focus, which means the quality of the audio can be extremely good. Because the digital process has quantifiable numbers, it can be extremely precise, whereas analog works on a more ballpark principlenot to say this is bad by any means. Obviously, as budding live audio engineers, we need a console to sound as good as it possibly can, and a lot of the sound of the console comes from the preamp. With great quality preamps you can get a great sound. Unfortunately, I havent heard a digital preamp that I like yet, and this has a lot to do with the filters in the A/D conversation. There are also some pretty ugly-sounding analog preamps out there too, but you can never go wrong with a Midas. The biggest problem with digital consoles that comes up time and time again is the layout, causing you to have to relearn thought processes each time you get behind a desk. Think about driving a car. When you first learned to drive, everything was coming at you so quickly that you wondered how you could ever control such a machine, but then, you got used to it. Each time
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A few years ago, I was in Aberdeen working with the Welsh rap group Goldie Lookin Chain. I was at the other end of the multicore working the monitor system, while the FOH engineer was using the house console (a Midas H3000). Everything was going well, until, about halfway through the show, a pint of beer landed on the console. If this were a digital console, we would have had a problem, but, because we were using an analog system, we were able to save the situation. With the channels we were using covered in beer, we pulled out the XLRs in the back of the console and plugged them into the channels that werent weta true gig saver. Meanwhile, while the show continued, the channel strips were unscrewed and pulled out of the console and dried as much as possible with paper towels (to reduce the damage of the beer coating the circuit board and eroding the circuit). Some switch cleaner and a good scrub later, and the channels are ready to be used again. This is not possible on a digital console because individual channels can't be removed
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48 v In the preamp section, there is also a 48 v button, which is the Phantom Power on/off switch. If you are using any form of powered microphone (a condenser mic), it requires phantom power and is most likely turned on by this button. On smaller consoles, you might find this button on the back of the console next to the XLR input, or there may be a group phantom control. Sometimes there is an overall Phantom Power control. DIRECT OUTPUTS Direct outputs are outputs direct from the preamp; they are not affected by any EQ, fader, aux send, or anything else on the channel strip. Some consoles let you set the direct outs to pre-fader or post-fader, so be sure to set them to pre-fader when making a recording. They are mainly used to make a multitrack recording of whatever the input is to that channel, or side chaining a compressor. You may find that some consoles have a direct-out level control so that you can control the output level, just like having a fader. This is very handy, but not all desks have them. PHASE SWITCH (POLARITY SWITCH) You can use this button to switch the polarity of the signal. That is the same as reversing the connections to pins 2 and 3 in the mic's XLR connector. You might find, for example, that having two mics on a guitar amp causes the whole thing to be out of phase (or opposite polarity), due to either an incorrectly wired cable or a misplaced mic. Either way, pop this switch in and hear the difference.
You will also need to use this switch when micing a snare drum from the top and the bottom. This is because, when the snare is hit, the skin on both the top and the bottom bends in the same directionwhen the drum stick hits the top skin of the snare, it causes the skin to move down, so the mic picks up the waveform being created by the snare as a downward motion. At the same time the skin on the bottom of the snare is moving in a downward motion, but because the mic is pointing up toward the skin, the waveform the mic picks up is opposite to the top mic. This will probably mean theyre out of phase when put through the PA. Hit the phase switch, and hear the drum come back to life.
eQ section
These days, desks have what is known as a parametric EQ. This type of EQ is sweepable, meaning that you have the ability to change the frequency you would like to adjust. A parametric EQ is any EQ that gives you control over the three main characteristics of spectrum manipulation, notably:
n n
Frequency: You can select the frequency you want to control. Amplitude: A gain pot for the frequency you have selected. You can apply cut or boost of that frequency.
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Q is really important when controlling the amount of bandwidth you want to reduce or increase in volume. For certain things, like vocals, you might want to have a wide bandwidth (low Q, like 0.5 to 1) at the frequency of 1.5 khz and only pull it back a dB or two, just to remove some of the honkiness that you get from that area. However, this might cause some sibilance at 8 kHz, and you dont want to pull out frequencies there, as it might make your vocal sound a little dull. In this case, grab your Q knob, crank it to the smallest bandwidth (high Q, like 5 to 10), and then cut as much as needed without affecting too many frequencies around the one you need to take out. You can also put the Q on the smallest bandwidth setting and then boost the gain, which allows you to change your frequency and hear the difference more easily. You can then identify the actual frequency or frequencies you want to remove. Most professional EQ sections will have four different sections within them: high, high-mid, low-mid, and low. Each has control over a different range of frequencies, and each section has the three fundamental controls of a parametric EQ.
FILTERS Filters are part of any decent EQ section (although they can sometimes also be located in the preamp section). They are very handy for cutting out unwanted noise and frequencies in a particular channel's signal. For example, you may want to add a high-pass filter on vocals to cut out any rumble and leakage that could be in the low end, or you might want to add a low-pass filter to your reverb to sit it back in the mix a little more without taking the level of it down.
There are a number of different types of filters. Bell (peak) filters are the most common type of filter; all EQs use them. A high-pass filter is a sweepable pot where you can select the frequency the filter starts (however, some consoles have a button that is at a set frequency, usually at either 80 or 100 Hz). High pass refers to the section that is not affected, so a high-pass filter doesnt affect any of the frequencies above the selected one. For example, if you select 400 Hz on this filter, everything under 400 Hz is cut from the EQ. On some new types of digital consoles, you can select a slope for the cut. This is done as dB per octave, usually in the ranges of 6 dB, 12 dB, and 24 dB. (An octave starts at your fundamental frequency and ends when you have double the amount of cyclesso, for example, middle C on a piano is 440 Hz, the next C note above that is 880 Hz, and the C below is 220 Hz.) As you can see here, the higher the note, the more frequencies in the octaveso as you move up with your filter, you may want to increase the slope. As always, though, the most important thing is to listen to what is going on; this gives you the versatility to cut off frequencies with a steep slope or gradual slope.
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Band pass: A band-pass filter passes frequencies within a certain range. Its in the middle of low- and high-pass filters. Notch and band stop: Notch and band-stop filters are the opposite of bandpass filters. The center frequency is the center of the frequency band that is cut.
FREQUENCY RANGES When talking about frequencies, we normally split them up into the following ranges:
n n n
As handy as these designations are, sometimes you need to be more specific. Here is a list of ranges and the label we give them.
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n n n n
The presence and brilliance designations are fairly uncommon and are subjective descriptions of the perceived sound; highs refers to the frequencies that are affected. However, you will come across these words written on guitar amps, especially older ones, so you should be familiar with what they mean.
inserts
When you insert an external device, such as a compressor or a gate, into your console, you need to make sure that the insert button is pressed. Some consoles will even let you choose where in the circuit you would like the inserted device to go. This means that you can manipulate the audio in different ways; for example, you could compress the audio, and then EQ it, or EQ it before compressing it. Note, though, that not all desks have an insert button; it depends on how the circuit works within the channel strip. Usually, the more expensive the console, the more likely you are to find this button. Insert sends can be used for multitrack recording, just like direct outs.
aux section
The aux (auxiliary) section is used to send some signal from the channel strip to a monitor power amp or to an effects device (hopefully you should have at least four auxs). Some desks let you select whether you want to send pre- or post-fader on each aux send, and others have fixed auxs for pre- or post-sends. If you are mixing FOH and are also mixing monitors from the same console, pop the auxs in pre-fader; otherwise, every move you make on the faders will affect the level in the monitors. This will likely upset the guys on stageand potentially cause feedbackas youll be constantly changing the levels in their wedges as you move the faders up and down. Another thing to remember is to send your effects post-fader. That way, when you pull down the faders on your main mix, the level will also be reduced going to the effects, and you wont end up having a vocal swamped in reverb and no direct vocal.
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Mute
The mute button is usually one of the most obvious buttons on the channel strip; its normally illuminated so that you can quickly see which channels are muted and which ones are not. Channels can normally be assigned to mute groups, which means that you won't have to individually unmute all your channels before the artist walks on stage.
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PRE-FADE LISTEN (PFL) The pre-fade listen (PFL) button is probably the most recognized button on the channel strip and is your monitor for any channel selected. It sends a signal from the channel you selected to your headphones or your listening wedge so that you can listen to that channel without having to listen to anything else. This button is also normally illuminated. Some consoles give you the ability to cancel all channels that are PFLed; this is in the master section and is usually accompanied by another, smaller button labeled add or cancel last. This enables you to PFL multiple channels, or just one channel at a time.
On some consoles, the PFL button is called solo. In a studio console, the solo or PFL button affects the monitor-speaker signals. In live consoles, the solo button affects only the headphone signal. Otherwise, the audience would hear what you are soloing. You may also come across a cue button; this is the same as the PFL button and is mainly something youll find on Yamaha consoles.
AFTER-FADE LISTEN (AFL) The after-fade listen (AFL) button gives you the ability to monitor after the faderso if you pull the fader down, you won't hear anything. You'll find these on the subgroups. This should be used for monitoring the signal sent to in-ear monitors (IEMs).
solo in Place
The solo-in-place button doesn't appear much on most consoles, but is a very handy way to monitor individual channels through the PA speakers. As with actual solo buttons, where all other channels are muted, when this button is active, all the PFL or solo buttons become proper solo buttons, muting everything else apart from the selected channel. This is really handy during soundcheck, if you are having a few conflicts in the audio and want to hear what the individual sounds are like without having to mute all the other channels. (Note, however, that the band can sometimes get annoyed when the FOH PA cuts in and out when you press the solo-in-place button.)
Fader
Now we get to probably one of the most familiar parts of any mixing console; in fact, a mixing console doesn't look right unless it has faders. The fader controls the volume for each channel and is where most of the actual mixing of levels can be done.
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Master seCtion
The master section is the most complex part of the console, mainly because the layout and labeling differ depending on the manufacturer. In this section, we discuss the most important information you need to get your show up and running.
stereo
The stereo section is where you send your main left and right feeds to the PA. Also known as the stereo buss, this is where pretty much all your audio ends up.
Mono
The mono send is routed from your channel section and can be used to feed anything that needs to be in monosuch as a center cluster, or perhaps even your delays.
subgroups
Groups or subgroups are mono or stereo. They sum several input signals and send them to the left/right master output buss. The subgroup as a whole can then be increased or decreased in volume by a subgroup fader. If you solo a subgroup over headphones, you can check the fader balances and panning of all inputs that are feeding the subgroup. Most subgroups have an insert point where you can patch in equalizers or compressors and limiters that affect the subgroup mix as a whole. Personally, I dont really like grouping, as I find that it adds noise to the signal path, but on digital console you dont have to worry about that. In some situations, however, it can be really handy. For example, you can assign many vocals to a buss and then use only one compressor inserted in that buss to compress all the vocal mics by the same amount. If you have two kick drum channels, which is very common these days, you might want to compress them together. To do that, assign both mics to a group and then pan both your kick drum channels to one sidesay, the left. This sends the audio only to the left-hand group, group 1. The pan on that group can then be put to the center; this way all the audio passing through that channel will go to the stereo buss instead of one side or the other. Then you can compress both channels with one compressor. The same applies to any other
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Matrix section
On most professional consoles, you can send audio down matrix sends. These are similar to the auxiliaries but for your main outputs; you can also use them to feed delay speakers and mono clusters, as a stereo pair, or as a single mono feed.
scenes
A scene is a snapshot or memory storage of the control settings in the console. Scenes are becoming more and more common on live consoles. They are an easy way of recalling specific actions during a show. For instance, when a new song is played, you are able to recall which effects are used, what setting is used on them, and which channels are muted for that song. This level of recall only happens on digital desks, although some analog consoles have a limited way of recalling certain parts like fader settings. They are particularly popular on theater consoles, purely because of the number of scene changes in the show and the need to turn mics on and off, but they are now becoming popular with rock and roll consoles as well. Scenes are usually found only on digital consoles, although there are some exceptionsthe Midas H3000, for example. (A little tip: When using a Midas H3000, store the same scene above and below the one you are using. This way you wont do what I did at Bestival in the Isle
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oUtBoarD
Outboard is the term used to describe all the external processing equipment for your mixing console. We have given this topic its own section because it is easier to explain these processes separately from explaining mixing desks (and also out of love and respect for the old school methods). Unfortunately, outboard equipment is becoming more and more obsolete as new types of digital processing equipment are developed; you can now have your entire FX rack contained in your laptop, so you need nothing more than your computer and a soundcard. Most digital consoles have all of this built into themso with the push of a button, lights flash, the screen changes, faders fly around, and your graphic equalizer is presented to you. Another click of another button, and you have your reverb or delay unit staring you in the face.
graphic equalizers
When it comes to mixing, graphic equalizers are an audio engineer's best friend. Graphics (as they are more commonly called) are a very valuable tool with a lot of power. In the wrong hands, they can cause immense damage to a mixbut in the right hands, they can be an absolute lifesaver. You can get different numbers of bands in a graphic EQ, but the majority are 31-band. This means that they have 31 separate volume controls, and each one is set to control its own frequency. The range is from 20 Hz to 20 kHz, which, as you should know by now, is the extreme range of human hearing. You will nearly always find that they have a switch that is labeled with /6 dB on one side and /12 dB on the other. This refers to the maximum-level difference between 0 dB and the top or bottom of each volume control. Most of the time it will be set to /12 dB. Graphics can be a very personal thing when it comes to mixing. The more you EQ a PA, the more you will realize that theres a direct correlation between how you EQ the room and how you EQ your instruments. There will always be
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Dynamics
Dy-nam-ics {dahy-nam-iks} noun 1. (used with a singular verb) Physics. the branch of mechanics that deals with the motion and equilibrium of systems under the action of forces, usually from outside the system. 2. (used with a plural verb) the motivating or driving forces, physical or moral, in any field. 3. (used with a plural verb) the pattern or history of growth, change, and development in any field. 4. (used with a plural verb) variation and gradation in the volume of musical sound. Dynamics are the range in volume of notes from loud to soft. Dynamics processors are devices or plugins that control the dynamics of a signal. Dynamics is slang for dynamics processors.
Dynamic Processors
A dynamics processor is any piece of equipment or plugin that controls a signal's level changes (dynamics) or envelope. For example, if you have a bass guitar whose signal level varies dramatically, you might want to compress it to reduce its dynamic range; or if you have a kick drum that has a lot of sustain on it and you want to tighten it up, you might want to gate it, which would shorten its envelope. These are tools and should be used as such. A lot of people in the live industry dont really know how to use them properly, mainly because a live show isnt the time to play around with them. However, these tools can be extremely important to your mix. The trick is to know when to use them and when not to use them. You need to have a deep understanding of what these things do to the music you are mixing and why they do it. You wouldnt compress a jazz band, but you might want to compress the brass section in a pop band. Why? Because in a jazz
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INSERTS If you ever hear someone ask what inserts you want, theyre referring to your dynamics processors. In other words, they want to know which dynamics processors youd like to use in which channel. These are then inserted into the signal path. You can sometimes choose whether you would like your compressor before or after the channel strip EQ, but the inserts are always post-gain (after the input preamp but before the fader). COMPRESSORS A compressor is a device that controls signal level changes. If you have a bass player who doesnt play very consistently, loud and quiet notes can make it hard to get constant drive from your mix. By adding a compressor to your signal path, you can make the loud parts quieter (by compression), and the quiet parts louder (by makeup gain).
Compressors are fairly easy to understand once you experience them, but when you dont know what youre listening for, their effects can be a little hard to hear. Just keep playing with it, making extreme changes at first so they are obvious, then starting to make smaller and smaller changes. Listen to the difference.
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De-essers
De-essers can be used to remove sibilance, which is the emphasis of s or sh soundshissingthat usually happens around 512 kHz. Some singers just have it in their voice, but other times it can be due to a mic's boosted highfrequency response. Either way, its difficult to listen to, and it should be softened. I use a de-esser on the backing vocals for La Roux; when they were mixed down, they were tracked straight from the record, and that particular EQ doesnt always work every venue. In addition, the BVs are also EQed differently depending on the song. Using a de-esser softens the highs so that they sink back into the mix, rather than being thrown over the vocal when they come in. You will find that the controls are very similar to an EQ; de-essers have a frequency knob and a bandwidth (Q) knob, but they have a threshold knob as well.
DYNAMIC EQUALIZERS AND MULTIBAND COMPRESSORS Unfortunately, in todays world, we have to work with budgets, so we need to be selective about what we take on tour. Everyone wants to take his own console, which is made much easier with the relatively cheap cost of digital desks (as compared to their analog forefathers). However, the ability to take your console requires adequate space in the tour vehicle. If you dont have your own console, you should consider taking a dynamic EQ. They are like the polish on the mix, so dont leave home without it.
A dynamic EQ and a multiband compressor are pretty much the same thing apart from one fundamental difference. A multiband compressor does not have the ability to add any expansion to the signal passing through it. There are many benefits to using dynamic EQs, so its always a great tool to have at your disposal. They enable you to de-ess the vocal while expanding the midrange, compressing the low end, and limiting the whole signal. They typically work over a 2- to 4-band range, although most have a button where you can defeat the filter (turn off the frequency bit) and use it over the whole signal. The controls are essentially the same as the EQ section on your console, except that you also set your threshold and amount of compression or expansion. You can also use dynamic EQs to select whether you want each frequency band to react above or below the threshold. This means you can EQ the signal as desired and then make it reduce when it reaches the threshold. You can even
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GATES A gate cuts out unwanted noise while an instrument is not being played, and thus can be a vital tool to create a clean mix. Theyre mainly used on drums, to avoid unwanted noise and rumble caused by vibration of the skins in between hits, but they are also used on each note's envelope as a creative tool. Some gates have a volume reduction control, where you can select how much the gate reduces in level. EXPANDERS An expander increases the dynamic range of the signal, as opposed to a compressor, which decreases the dyanamic range. Expanders make the quiet sounds quieter and the loud sounds louder. Expanders work below a set threshold they operate only on low-level audio.
Controls
Now that weve looked at types of dynamics processors, lets discuss their controls in more detail. All the information in this section can be applied to all audio equipment; these controls mean the same thing universally. The only thing that differs is what the unit is being used for. In Chapter 15, well look at how the threshold, ratio, attack, and release are used in relation to what we are mixing and how to set them effectively.
threshold
A threshold is an activation point you set on a device; it is labeled in dB, just like a fader or meter. A gate, for example, will only allow a signal to pass through it when the signal level reaches over that set point. If the signal is coming into the console at 20 dB, and you have your threshold set to 10 dB, the gate wont openbut if the signal goes over 10 dB, the gate opens and lets the signal through. The same example can be used for a compressor, except that a compressor is activated at 10 dB.
ratio
The ratio controls the amount of compression or expansion that is applied to a signal once the threshold has been crossed. The number is a ratio of the input signal coming into the device. A ratio of 1:1 means no compression, whereas a ratio of 3:1 means that the input signal must cross the threshold by 3 dB for the output level to be increased by 1 dB. Get your hands on the ratio knob and give it a turn to hear for yourself what is happening.
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Dynamics Processor
120 dB 100 80 60 40 20 40 dB Input 20 dB 0 dB 20 dB Output 40 dB 60 dB 80 dB 100 dB 120 dB 40 80 dB Output Level 0 10 20 0 20 40 dB 20 dB 10
Dynamics Processor
120 dB 100 80 60 40 20 40 dB Input 20 dB 0 dB 20 dB Output 40 dB 60 dB 80 dB 100 dB 120 dB 40 80 dB Output Level 0 10 20 0 20 40 dB 20 dB 10
Dynamics Processor
120 dB 100 80 60 40 20 40 dB Input 20 dB 0 dB 20 dB Output 40 dB 60 dB 80 dB 100 dB 120 dB 40 80 dB Output Level 0 10 20 0 20 40 dB 20 dB 10
FigUre 9.8 The yellow dot in the middle of the first screen is our point of threshold. As the arrow moves beyond the dot, the signal starts to compress. To see the color version of this image, visit the companion site at www.liveaudiobook.com.
1:1 is the lowest setting and means that nothing happens to the signal. :1 (infinity:1) is the highest ratio setting and means that the signal level will not go above the threshold. The compression ratio is change in input level vs. change in output level from the compressor. For example, suppose the ratio is 3:1. Then if the input signal level increases 6 dB, the output signal level increases only 2 dB.
attack
This is how long it takes for a unit to react when the signal passes the threshold. Adjusting the attack time will help keep the transient information of the signal intact.
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release
The release knob controls how long the unit takes to stop reacting and can give you a lot of character in the signal. Short release times are good for short sharp sounds, like drums and percussion. Longer release times are good for things like vocals, where you dont want compression to be obvious.
auto
The auto button is linked to the attack and release dials, and is usually only found on cheaper units. When this button is pressed, the unit automatically decides how to react to the signal. I would recommend that you dont use this; instead, set the attack and release manually.
Knee
The knee is the region between no compression and compression. A soft knee slowly increases the compression ratio as the signal level increases. With a hard knee, the signal goes into compression at a fixed threshold. You would use a soft knee on signals with higher ratios, which helps the transition between no compression and compression. See Figure 9.8, where after the point of threshold the orange line curves off to the right.
gain reduction
Gain reduction is the number of dBs that the gain is reduced by a compressor or gate. In a gate, if you don't want to completely turn off the signal, you can increase the minimum gain reduction so that the signal isnt cut off completely. This can be quite handy for things such as toms.
stereo
Some dynamics units have a stereo or link switch, which links two compressors together, which can then be inserted over two channels that are running any stereo content. The advantage of this is that the compression in the two
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side Chain
When you side chain a compressor, youre letting another signal control the unit. For example, if you have a compressor on your bass guitar, and then take the signal from your kick drum and feed it into the side chain of the compressor, the kick drum triggers the compressor. As a result, every time the kick drum is played, the bass is compressed; thus, you get a pumping sensation on the bass. This is used very rarely in live audio situations, but it can be used with more electronic and dance-based music. The one thing to watch out for is that if you are feeding a live kick drum into the side chain, and the kick drum is being played inconsistently, the compression on the bass will not sound good.
transparency
When listening to something transparent, you wont be able to hear any type of compression. Transparency is directly related to peak and RMS detection. In RMS mode, your signal is more transparent and dynamic. Because the average signal is being detected, you have small varying-level changes, which give you more dynamics than in peak mode, but still keep the signal from getting too loud. In peak mode, peaks affect the whole signal and thus decide the overall compression of the signal. Transparency can also be an issue with the quality of the components in the unit. Cheaper units use cheaper components, and this does affect quality. On these cheaper units, youll find that when you compress a signal, you can hear it being squashed and forced through a hole. In this case, you might need to do some compensation after the compressor. I recommend Empirical Lab EL8x Distressors.
eFFeCts
Effects add the finishing touches to your mix, giving it more depth, width, and space. Once you understand what the controls do, you can produce all kinds of creative effects, from natural sounding reverbs to bizarre delayed flanger effects. There are endless possibilities, and, as with everything else, you should experiment so that you can hear for yourself what these do.
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reverb
Put simply, acoustic reverb is a series of echoes that come from multiple angles with close repeats, too closely spaced in time for the ear to resolve. It is made up of virtually an infinite number of reflected waves, all with different frequency spectra and delay times. We hear reverb nearly every time we hear a sound in a room, and it makes sounds seem natural. The purpose of reverb units is to simulate natural sounding acoustic environments, such as a room in your house or a hallway. They can simulate unnatural sounding reverbs as well. Adjusting a few parameters on a reverb unit can give you a completely different sound. Each type of reverb has its own characteristics and tonal differences, adding much more than just a variety of reverb sounds to a mix. Any reverb has two main parts:
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Early reflections: Sound reflections (echoes) that occur within about 1/20 msec of the original direct sound. They help to define the perceived size of the room that is creating the reverberation. Decay: The portion of reverberation after the early reflections when the echoes increase in number over time and gradually fade out or decay into silence. This is more of a washy sound; not much is defined. This then dies out as each sound reflection loses energy.
Decay
FigUre 9.9 The initial reflections from the reverb are far more defined, but as the initial reflections themselves become reflected, the signal becomes very washy.
REvERB CONTROLS
Lets look at the main controls on a typical reverb unit.
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Pre-Delay
This is the control for the time it takes for the first repeat to come back. When youre in a bedroom, for example, the natural pre-delay time would probably be somewhere around 510 msin other words, its nearly instantaneous. This is very different from being in a large space, such as an arena; the pre-delay here could be somewhere around 4050 ms, or maybe even more. Pre-delay determines the perceived size of the simulated room. With pre-delay, you will hear the initial (direct) sound first, followed by the reflected (reverb) sound shortly after it. This gives us our sense of space in any given environment. Using pre-delay on a vocal can clarify the vocal by separating the direct sound from the onset of reverberation.
reverb time
The reverb time is also known as the decay time on some units and is the time it takes for the reverb to die off to 60 dB below the original sound level. In a bedroom, you probably wouldnt notice any reverb at all because the reverb time is so shortprobably around 0.20.3 second, maybe less. In an arena, however, you could have a reverb time of 56 seconds, or even more. Obviously, these are two extremes, and there are many variables in between the two; you can have a reverb time from 0.1 second right up to 99 seconds.
Diffusion
Diffusion is the space between the reverberated repeats, and it tells you about the kind of space you are in. Being in an average room will cause low diffusion; this is because there are likely lots of soft furnishings, which means less sound reflection, and thus a longer time between repeats. High diffusion would happen in, say, a cathedral, where there are stone walls and hard surfaces and lots of surface irregularities to diffuse (spread out) the sound reflections.
Density
The density controls the very first short delays of the reverb. As we saw earlier, the early reflections are more defined than the later ones. This setting controls the amount of early reflections, so you can create clarity in the vocals, or blend and soften the hit of a drum. Here is a general rule of thumb: more percussive sounds will require higher densities, and more melodic sounds will require lower densities.
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TYPES OF REvERB There are many types of reverb presets to choose from, such as Vocal Verb 4 or Extended Church 4.5. Below we explain a little about each of these types.
There are two important things to remember as you read through this information: (1) Not all types of reverbs suit all types of room; and (2) you dont always need to add reverb. In other words, let the natural reverb of the room work for you. Adding extra reverb only where and when its needed will result in a crisper and more well-defined sound. Many venues have lots of natural reverb, so you might not need to add any reverb to your mixit will just muddy the sound.
vocal
Vocal reverbs are fairly rich in sound, and not too longmaybe around 11.5 seconds of reverb time, and a shorter pre-delay of around 1015 milliseconds. They have a lower density than most other reverbs. Note that just because this is called a vocal reverb doesnt mean it has to be used on a vocal; in fact, I frequently use it on drums. Remember: When something sounds right, it is rightno matter how you got there.
room
Room reverbs are fairly short reverbs without a lot of pre-delay. Most units have a number of different types of EQ on these types of reverbs: phone booth, bathroom, kitchen, and so on. Rooms with lots of soft surfaces dont have many high frequencies in them, whereas rooms with hard and shiny surfaces reflect more high frequencies.
hall
As you can imagine, hall reverbs are bigger than room reverbs and are usually the smoothest type. They have longer decay times and a larger room size setting, creating more complex reflections. This means that when the reflections blend together, the decay is a lot smoother.
Plate
A plate reverb is the brightest sounding of all the reverbs. Its used quite a lot with vocals, though, in my personal opinion, I dont like having that much brightness in a reverb on a vocal. I find that it tends to distract from the main source sound. (You could always turn the top down or add a filter in this case, however.)
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gated
A gated reverb is literally a reverb with a gate on it. Gated reverbs have an intense reverb for a short time, and, rather than dying off slowly, the gate comes in and just turns the reverb off. This was very popular for snare drums back in the 1980s, so its a technique that can sound a little dated if used. But in the right context (as with everything), it can sound great. I personally quite like gated reverbs, especially if you have a second snare that is much higher pitched than the main snare. They can also sound great on vocals and guitars, but instead of using a gated reverb program, you can create your own verb, put a gate over the verb returns, and then side chain the instrument into the gate. This way the gate is opened only when the guitar or vocal is being used.
Delay
The other commonly used effect is the delay unit, which creates discrete echoes. It is sometimes marked with the abbreviation DDL (which stands for digital delay line), but most of the time the name of the unit is written on the console. Delays are fairly easy to understand: you feed a signal into the delay unit, it holds on to the signal for a little while, and then it sends it back. Unlike reverbs, where you are getting multiple repeats that increase in density over time, you just get the same signal repeated over and over again until it eventually dies away. The sound that is produced is an echo. A delay or a repeat is not a sound, but they are both widely used terms when referring to the actual sound that comes from a delay unit.
DELAY TIME Delay time is the time interval between the direct sound and its first repetition from the delay device. It is also the time interval between multiple echoes. You can set how long you would like the delay to be, and it is measured either in beats per minute (BPM) or milliseconds.
Most delay units have some form of tap button on them, enabling you to tap to the music and get a delay time that matches the tempo of the song. The
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FEEDBACK The feedback setting controls the number of repeats. It works the same as a feedback loop in an audio circuit, but instead of sending squeaks or rumbles into the room, it takes the output of the delay and puts it back into itself, giving you more and more repeats as you require it. When no feedback is applied to the delayed signal, you only get one repeat. NUMBER OF REPEATS Some delay units have a number of repeats function. Like feedback, this gives you control over the number of repeats as they fade to silence. This give you more control over the repeats than feedback does and in most cases overwrites the feedback function.
You can have two repeats with a feedback of 95%, but your delay unit will still only repeat twice.
FILTERS Just as with reverb units, some delay units have filters. This function can be really handy when you want to simulate a tape slapback echo, which has reduced highs with each repetition. SLAPBACK DELAY Slapback delay is very common. Its very similar to the echo, but the repeats are slightly longer (about 120 msec between repeats), so the sound is slightly more defined. Slap echo was first used on 1950s rock and rockabilly songs.
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PITCH SHIFT Lets look at the pitch shifter first, as it is probably the easiest to explain; it is used for thickening up weak vocals or for adding some extra uniqueness to your vocal. An example is the fine-tune setting, which is the small frequency differences between each note rather than moving your pitch a whole note up or down: I just want to make it sound a little thicker, and where the notes are so close together they start to interact between themselves and create a warbling effect. With La Roux, I use 4 on the left side and a delay of 14 ms; on the right side I use 14 and a delay of 4 ms. When combined with the vocal, it gives it a very unique sound and sinks the vocal into the music while still keeping it loud enough to be heard. CHORUS A chorus effect usually has a variable delay time of between 15 and 40 ms. The delay time causes pitch variations in the incoming audio and thus is supposed to sound like a choir. You can vary the intensity, which is sometimes called modulation, and also the rate, which is the frequency or speed of the pitch changes.
Because of the nature of the chorus effect in creating a simulated choir of instruments, it works really well on vocals, guitars, and keyboards. The effect can add a richness and fullness, giving movement to the audio. It sounds good on long sustained notes.
Flanger
In a flanger, the direct sound is combined with itself delayed less than 20 msec, which creates a comb filter. The delay is continuously varied by a rate set by the LFO. The delay varies between 0 ms and 20 ms. Unlike the chorus effect, the signal can be fed back on itself. The variations in the delay cause the combfilter notches to move up and down in frequency, which gives a sweeping effect and adds some really interesting color and variation to your signal. It produces somewhat of an underwater, spacey effect. I frequently use this effect on vocals for rock bands that have longer vocal notes; it thickens up the vocals a little more, and it gives boring vocal lines some life. It works well on guitars and keyboards as well.
Computer-Based effects
Computer-based processing systems can bring much more versatility to your live show. In addition, because they are so small and light, you can take them anywhereno more lugging a big heavy rack through a muddy field to get to the FOH compound of a festival. Another massive advantage of computer-based processing systems is that you can load the exact same settings a band used to record their album, so you are now even closer to re-creating the album live.
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chapter 10
line systems
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After youve put up your desk and outboard racks, youll have to run out your multicore (or at least get one of the very helpful local crew to run it out for you). Multicores are also known as snakes, or sometime just referred to as the multi; they are the method of getting mic lines from the stage to each console, and then getting the audio back to the on-stage power amps and monitor console. (Well go into more detail about multicores later in this chapter.) In professional systems, the signal paths work as follows:
n n
n n n n n
Input Source: Vocals, guitars, keyboards, etc. Microphone or DI box: well go into these in the next chapter when we talk about setting up the stage. Stage box Splitter rack Multicore Consoles Returns
To properly understand how and why these systems work, and why we use them, we need to first look at unbalanced and balanced lines.
Unbalanced lines
Unbalanced line cables are frequently used for connecting guitars and keyboards into a PA system. Inside, they have a single insulated core, around which is wrapped a screen, which is a mesh of wire. This screen acts as a shield against electrostatic hum fields and RFI (radio frequency interference). These kinds of cables normally have a mono quarter inch jack socket on them. You can identify the difference between a mono and a stereo jack by the amount of rings it has on it; a mono jack has a single tip that separates the single core from the screen, and a stereo jack has a tip and a ring. A mono jack system is great for connecting things over short distances. However, for cable runs over about 18 feet, the cable starts to act like a massive aerial and will pick up more noise than you want in your circuit. This, of course, is a big problem
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
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balanced lines
The majority of professional equipment, including microphones, mixing consoles, and outboard, use the balanced line system. But what does it do, and why do we use it? And, most importantly, how does this affect our mix? To explain this concept, we need to first look at what balancing is. The basic idea behind a balanced line is that, unlike its unbalanced counterpart, it rejects any hum fields that can be picked up by the cable. To understand why, think about the cable that carries the signal. The cable consists of a pair of wires twisted together, known as a dual core. The pair have two different colors; one is referred to as hot, and the other as cold. They are wrapped together so that they are both subject to the same interference (electrostatic noise picked up by the cable). They are then wrapped in a screen, which is a mesh of wire that surrounds both internal cables and shields the cable carrying the audio from external electrostatic fields. Each of the two wires inside the cable carries the same waveform information, except that one of the waveforms is exactly 180 degrees out of phase (opposite polarity) with the other. (Recall from Chapter 2 that, if two identical signals are opposite polarity and summed together, the signals cancel out.) Microphones and mixers have a balancing circuit in them. This circuit is used to convert the signal on one core coming from the microphone to the reverse waveform, which is the opposite polarity of the signal in the other core. Then, when the signal reaches the mixing console, the mic preamp converts the signal so that both signals are back in phase, after which you end up with a signal in which any hum picked up is canceled out. Along with the two wires that carry the signal, we also have a screen just like the one we looked at in the unbalanced line. To make a balanced cable work properly, you need to be able to connect the three wires to three connector pins. Most professional equipment uses XLR-type plugs and sockets; this is a three-pin connector where the second and third pins are your hot and cold wires, and the third pin is your screen. Occasionally, you'll come across stereo quarter-inch jack plugs and sockets. As discussed before, a stereo jack can be identified by the two rings (the tip and ring) it has on it, which separate the cores from each other, and also the screen. Using this system has other advantages in addition to canceling noise. Because you have two sets of the same waveform, the two cables combine their signals at the mic preamp input. This means doubling the amplitude and thus getting a stronger signal. This is why, when one of the hot or cold wires is cut, we lose 6 dB in signal (half the amplitude).
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MUlticores
A multicore is a bundled group of signal cables contained in a common jacket. Each cable inside the multicore carries a different signal. The multicore carries your mic signals from one place to another, usually from the stage to your consoles at the front of house. Just as balanced line cables have a single twisted dualcore pair inside, multicores have multiple twisted pairs inside them. They also have big multipin connectors on each end of the cable, which then break out into tails with XLR connectors (also called breakouts or fan-outs). These tails are the multiple lines within your multicore that plug into your console, such as mic cables. Multicores come in two types, analog and digital. Analog multicores and their associated equipment are quite heavy; they carry the analog mic signals down the cable. Digital multicores, however, only carry data and are much easier to work with. Because they simply transmit data instead of sending audio down them, they are nowhere near as heavy as analog multicores, take very little time to plug in, and use up very little space. Also, they pick up much less interference than analog multicores. They usually use a Cat5/6 Ethernet cable to transmit their data. Although there are a couple of different types of digital multis, they are all relatively similar in format. If you do end up working with analog multicores, you should be familiar with the returns multicore. These return any audio from the desk to the stagelike the main mix or monitors sends to be sent to the power amps on stag, and any matrix sends. Occasionally you might come across the system crossover at the front of house; if used on an analog multicore, the sends will be split into the different frequency bands and sent to the power amps on the returns multicore. Power is another thing that will usually be run next to your front of house multicore. Be sure to keep any power lines at least 1 foot from the multicore so that the mic signals in the multicore don't pick up hum radiated from the power lines. It is important, as we saw before, that the PA system and anything connected to it are all on the same power circuit. Because of this requirement, you run the power from the main power distribution unit on stage.
chapter 11
acoustics
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Everything we listen to has acoustical elements to it. Recall our discussion of reverb: Reverb is a simulated acoustic environment created to make your mix sound more spacious, and it can give the effect of being in a certain type of venue (for example, a church or a canyon). Reverb is in everything we hear, and sounds would seem very alien without it. If you listen to an in-ear mix, you can get an idea of what its like. It can be hard to work with, because we're used to hearing sounds interacting with their surrounding environment. The acoustics of live environments are hard to predict and very complicated. You may find yourself in a venue where the sound is bouncing off all the hard surfaces in the room, and there is nothing you can really do about it. In other cases, you may have finished your soundcheck with everything sounding fine, and then find that the room tightens or loosens after the audience enters. Although the topic of acoustics could be the subject of an entire book, in this chapter we focus on the information you need to command a successful show. It is important for you to understand why in some places you struggle to get your mix together and in other places you don't. This information is relevant to all types of rooms, audiences, and PAs.
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The best way to understand a standing wave is to think about it visually. If you could actually see soundwaves, and you were to look at a 20-Hz cycle, you would see a waveform 56 feet long. If you had a room 56 feet long, you would see the entire cycle fit nice and neatly within the two walls of the room. However, when the soundwave hits the wall, it gets reflected back. If the soundwave's reflection follows the exact same path that the original wave took, you wouldnt see any physical movement at all: hence the name standing wave (which can also be called a room mode). If the wave is reflected back in phase at a certain point in the room, you hear an increase in volume of that frequency; if it is reflected back out of phase at a certain point in the room, you dont hear that frequency at all. So standing wave can make certain bass notes much louder, or much quieter than others. Standing waves can occur in either full or half waveforms, as long as they fit exactly within the walls of the room. If your room is 28 feet long, you can still get a standing wave of 20 Hz; similarly, if your room is 112 feet long, you can still get a standing wave of 20 Hz. Also, several frequencies create their own standing waves, so a room can have dozens of different-frequency standing waves at the same time.
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disrUpting soUndWaves
In general, soundwaves are quite chaotic, which is how we hear them. When you start to get waves that add or subtract, thats when you run into problems. Parallel walls, for example, can build up acoustical energy, nearly doubling frequencies in volume (they also cause flutter echoes that bounce back and forth between the two parallel walls). Concave structures, on the other hand, focus all the acoustic energy in one point. Both types of surfaces can be difficult to work with. Controlling reflections is far better than trying to eliminate them. Listening to anything that doesn't sound quite natural can cause listening fatigue, so you need to disrupt the way the soundwaves travel through the roomby pointing them in directions where they need to be (toward the audience) and absorbing them (or using controlled dispersion) where they don't need to be (toward the walls and ceiling). Multiple arrivals of the same waveform cause a clouding of that soundwave, making it less clear than it should be. The trick is to not to have lots of reflections of the same source sound. The only way not to create standing waves is to build carefully tuned bass traps into the venue walls or ceiling, and of course you can't do that as a traveling sound engineer. Fortunately, standing waves are much less of a problem in large concert halls than they are in small rooms. Repositioning the subs can affect the strength of the standing waves that they create.
loW end
Bass is one of the elements we listen to most when we are at a live show; when it is missing, people often have trouble getting into the music. Even when listening
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reduced. This technique is great if youre dealing with a balcony; it throws lowend right to the top of it, but it can also cause problems depending on the size of the room. If you have a long balcony, you might find that the low end rolls back on itself underneath the balcony, causing phase cancellation. Also, throwing that much bass into an open space can excite the acoustics of the room.
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Materials
reflections and absorption
Pretty much everything reflects soundwaves; the point is how much sound is reflected from the material. Different materials reflect different frequencies. Drywall, for instance, absorbs higher and lower frequencies better than midrange frequencies, so when you point a full-range signal at drywall, you will get more mid back than other range of frequencies.
Bending soundwaves
The bending of soundwaves is known as diffraction. Soundwaves bend around objects, depending on the size of the wavelength. Higher frequencies have a shorter wavelength; thus, when a frequencys wavelength is shorter than the obstacle it comes into contact with, it is absorbed or reflected by that obstacle. Lower frequencies have a longer wavelength, which bend around the obstacle and rejoin on the other side. To understand this visually, imagine throwing a stone into water: When part of the resulting ripples come into contact with a rock, that part of the ripple is stopped, but the rest of it continues around the rock and rejoins a small distance away on the other side.
transmission
Moving molecules in the soundwave contain energy. When these molecules come into contact with an object, be it a wall, window, or person, part of that energy is transmitted through the object. Massive walls transfer less sound energy than lightweight walls. That's why a cement wall blocks sound better than a piece of drywall. Low frequencies are transmitted better than high frequencies. This is why you can feel and hear the bass from the next room, but not hear the highs.
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As part of a touring show, this is something that youre going to have very little control over, but if youre working in-house, its something you should seriously consider. Whatever environment youre in, you should understand how the sound translates throughout the room and how you can get intelligibility
acoustics chapter 11
from your sound. Late arrivals of the same soundwave will smear the transient part of any wave, so cutting down the amount of reflections will give you the purest, most intelligible sound. First and foremost, empty venues have more acoustical reflections than a full one because most bodies absorb sound and stop reflectionshence the phrase: Itll sound better when there are people in. This does depend on the space, of course. Looking at the way the PA speakers have been placed in a room, you can see where the sound is going to be bouncing off walls and other untreated surfaces. Line arrays, for example, are sometimes hung quite close to walls; they have a fairly wide spread from the box. This means that a lot of the energy from the speakers is radiated toward walls, so a lot of energy is reflected off those walls. In addition, because of the nature of the hang, and because of the need to include the front row of the audience in your mix, you might find that a few of the boxes are being pointed straight toward the floorand an empty floor reflects sound just as a wall does. The problem youre going to encounter is that systems are set up in a way that work best for the person who set it up, such as the PA company, and not necessarily the people who are using it. Often, the PA company knows the best settings for the PA system, but not the venueand without constant supervision and the ability to manipulate the speakers, you can end up with a pretty indistinct sound. In situations such as these, how do you get a more distinctive sound? To begin, try turning off any speakers that are in the balconies or behind the mix position. (Make sure that youve listened to them and that theyre reinforcing the sound from the main PA, and not adding unwanted frequencies to your mix in those places.) You can assume that the people in the room will soak up the ambient sound from these speakers before it has the chance to bounce back and affect what youre hearing. In addition, if there are places in the venue that arent being used during the show, make sure that their speakers stay switched off. A major consideration in every venue should be the sound thats being reflected back on stage. You should avoid reflected sound as much as possible, not only because those reflections will be picked up by the microphones, but also, and probably more importantly, so that the band isnt hearing beats and notes that are out of time. Many times the audience will soak up most of the reflected sound, but you will also come across low balconies that are fairly close to the stage, which can cause reflection (especially if the balcony barriers are made of glass). If you can, get some thick drapes to cover them up. If youre lucky, the solid barrier will be angled, and sound will be reflected away instead of into the audience or stage.
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stage acoUstics
As with everything audio, the most important element is the source sound. The better the quality of the signal, the better the product coming out the other end. Just as having a great preamp helps create a great sound, having a great
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into problems all the time, but these are just some handy tips on trying to get that little bit extra out of your mix. You are basically making a studio on stage. Some bands wont go for this because it just wouldnt work for their setup, but if you are looking for a good-sounding show, then using these ideas could just be the way to go. Now that we have stopped the stage from echoing sound all over the place, you must ensure that the microphones on the instruments are only picking up their own instruments. There will always be bleedthrough from one instrument into another instrument's mic, but there are a few things we can do acoustically that will help reduce this. Stopping bleedthrough from different mics is all about thinking slightly outside the box; even simple ideas can be very effective. For example, the best way to stop sound moving from one place to another is to put a barrier in front of it. Think about this: A brass section can be fairly loud on stage, so its positioning can be crucial. When I toured with Amy Winehouse, the brass section was positioned just off center at the back of the band, angled in facing her. Though this might look good, the instruments were blowing straight into her ears and microphone, clouding her mic and what she was hearing through the monitors. To improve the definition, we ordered some custom-made Perspex screens that clipped onto the mic stand behind the mic and covered the bell of the horn. Having these screens helped clear up some of the ambient noise that was affecting the overall sound of her mic, and also cut down the level that was needed in the wedges because she wasnt getting blasted from the brass as much anymore. The other major player in ambient noise is the drummer, who is normally positioned right behind the singer, and sometimes on a riser, making the cymbals right in line with the mic. The same method is useful here: Get a drum screen to block the noise from the kit (youll find that the overall stage volume goes down as well). The only problem with putting up big screens is that they can really detract from the rest of the set, which doesnt always go over well with the management, record company, and/or artist. (They also require a lot of cleaning theres nothing worse than looking at greasy fingerprints all over a screen.) Instead of getting full screens made, it is possible to get smaller screens made that just cover the cymbals at the front of the kit. At least this way you are still reducing the level of the high end that will be going down the vocal mic. Its also important to reduce the amount of noise coming off stage. However, this can cause a problem for the artists on stage, so, as with anything live, it will be a compromise. One solution is to turn guitar amps around to face across the stage, or toward the back of the stage. If a guitar amp is on the floor with the guitarist standing right in front of it, angle the amp toward their head, and they wont need the volume as high. The last thing you can do is improve the mic line, by keeping the speakers' sound out of the microphones. When setting up your stage, you should be aware in which direction the main PA speakers are pointing. Recall our discussion about
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concave shapes
While were on the subject of stage acoustics, lets talk a bit about concave shapes, or, more specifically, domed stages (see Figure 11.1). Ive seen these more and more over recent years, and the acoustics of any form of domed stage are terrible. The concaved shape focuses the soundwaves on to a pointand, unfortunately, that point is usually where the singer is standing. Obviously, this is not good for keeping sound out of the microphone. This can be very hard to control, but there are a couple of things you can do. First, explain to your tour manager how it will ruin the whole show and that all the hard work the artist has done promoting and rehearsing for the show will be wasted unless the top of the stage isnt draped. If that doesnt work, try moving everything off center to avoid direct reflections into the mic. Unfortunately, concave shapes are frequently used in amphitheaters (which are never perfect circles). Instead of the shape being overhead, it goes around the audience and does focus the sound for audience, but this was much more important when we didnt have amplified music. Nowadays, doing live rock shows from those venues causes all sorts of problems. The source point of sound is coming from the stage, and the venues themselves are built to amplify sound from that point. Normally in these environments, we hang a PA above where the acoustical optimized point should be; surely it would be better to work with the natural acoustics of the room and place the PA on stage pointing up and out into the room. I find that hanging the PA in the conventional way in these situations causes a lot of unpleasant summing in the back of the room.
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FigUre 11.1 Due to the shape of a domed stage, the sound focuses back into the center of the stage, which can be exactly where the singer is standing.
The Royal Albert Hall in London is ovalexcept from the stage, where it is concave. The PA is hung in here, and the sound collects at the sides of the hall and is pushed toward the back, until both sides collect at the center back point, where it then sums together. This problem is a common occurrence in most venues shaped like this. (Also, in Albert Hall, the point at the back where all the sound sums together is where the mixing desk isof course.) In this case, if we were to put the PA on the stage and point it up into the room, working with the acoustics rather than against them, we might get better results. However, we will have a problem with sight lines if we do that.
conclUsion
The mixing environment is an ever-changing world, and you will never come across a perfect environment when dealing with large-scale reproduction of music. A lot of factors affect the environment we work in, such as atmospheric changes like temperature, humidity, and wind direction. When doing a show outside, for example, youll also have to deal with wind. In this case, using a PA system that has the power to push through mid- and top-range frequencies is important. Dont use line array systems. As much as they have the ability to not lose many decibels over a long distance, the actual power of the wavefront that is formed seems to be fairly weak, rendering the system pretty useless in anything over a slight breeze. Even if there is a lot of power in the system to get past the environmental factors, the level of the PA would be extremely loud. There
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Tune Up
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Following on from the wonderful world of acoustics, we land slap bang on the lap of tuning up your PA system. In this chapter well be looking at getting your PA ready for a soundcheck and the show.
Pinking
When youre all set up and ready to make noise, you first need to make sure that all of your speakers are working and that the right frequency responses are coming out of them. Pink noise is used for testing amplifiers and loudspeakers because it is a constant noise across the entire human hearing range. Pink noise power drops off 3 dB per octave, unlike white noise, which generates the same power at all frequencies. The pink noise is generated from the console and is then put through the PA to clearly hear what is coming out of where. You can mute each part of the PA system to hear the difference and then set your subs, mids, and highs to the desired level, also setting the level of any fills or delays you may have (although you might want to do this by ear later on). Pink noise is also a good way to find any faults within the system and also presents the best time to check that all your speakers are in polarity and in phase with each other. As the noise generated is constant and pumped through both the left and right sides of the PA, you will really be able to hear any phasing problems.
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Using EQs
What is EQ?
Equalization (EQ) is the manipulation of the frequency response of a sound, which changes its perceived tonal balance. It is a fantastic tool for adding depth and clarity to your mix, and it is not merely just a tool for removing feedback. When youre talking about manipulation of tone of audio with rooms, PA systems, guitars, drums, and basically anything else you listen to, youre talking about EQ. But when youre asked what kind of EQ youve put on the guitar, the response might be none. In this context, EQ refers to anything you do on the console to make the guitar sound like it does. Room EQ is a correction to the natural frequency response of the room, which you can change by changing the way the speaker sounds to compensate for the sound of the room. Specifically, the room EQ would be the curve (frequency response) youve set on your graphic equalizer (GEQ), also known as a system EQ (because you are EQing the system to the room).
how EQ Works
When the first equalizers (EQs) were made, they were designed to pass a signal through capacitors and inductors. Those components acted as passive filters to change the frequency response of the incoming signal. Depending on the type and size of the components, you were able to select different frequencies to adjust their relative levels. From here, all different types of EQ were developed. Digital EQs work on the same principle, but instead of passing current through capacitors and inductors, they use digital signal processing (DSP). When you start to look at nonfixed EQs (parametric EQs), you can see how the relationship between the EQ and the phase is changed. With wider bandwidths, you are affecting more frequencies, so more of the frequency range is affected. With narrower bandwidths, fewer frequencies are affected, but you get a greater phase shift. Harmonics and subharmonics are affected by their relationship with the phase-shifted frequency, so by using EQ in the midrange, you could also be affecting the sound of the lows and the highs.
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With the development of newer digital technologies, we are beginning to see things like linear and nonlinear phase response, minimum phase, complementary phase shift, and constant Q. All these EQs use some kind of phase adjustment to work, then try and readjust the phase shift to be as close to flat as possible (or at least minimal). Phase response is extremely important within what youre hearing, to both audible and inaudible frequencies. Research in the 1970s uncovered extremely convincing evidence that having a frequency response up to 100 kHz is important, but microphones and speakers only go up to about 20 kHz. We cant actually hear frequencies that highits the phase response in the audio band that matters. Near the frequency where the device youre using starts to roll off, the phase shift increases. Some might say that this is why hearing a live acoustic concert without any amplification provokes more emotion and has some sort of deeper meaning than listening to the same concert in a recorded format and playing it back in your living room. And as a little side note, the sound of digital audio is related to the phase response of the filters in the A/D, D/A converters. The very nature of EQ is changing the shape of the phase response of the equalizer, and the narrower the band, the more phase shift there is. This can cause a problem, thoughbecause, as you know, when you have two signals that are 180 degrees out of phase and mixed together at equal levels, you wont hear them at all. The importance of the relationship between EQ and phase doesnt mean that you shouldnt use any EQ; it just means that you should use as little as possible, and where and how you equalize is important, like choosing good-sounding microphones instead of using desk EQ to get the sound you want.
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room response
Before we look at the actual process of EQing, we should take another quick look at what the room gives back to us in the way of room acoustics affecting the sound from the PA speakers. As we said in the last chapter (11) about acoustics, when you put a sound into a room it talks back to you as a reflected sound. Its this frequency response caused by room relections that we want to look at. Because EQ and phase are intertwined, a room will not only have a frequency response, but itll have a phase response as well. Along with many other factors, phase is also responsible for some of the rooms EQ; how much depends on the room (angles of speaker boxes, room resonance, standing waves, and so on). Phase becomes another interesting factor (think about all the tiny delayed responses bouncing off the walls, all of the same waveform) when starting to EQ your room. So there are two arguments here: Using a graphic EQ can change the phase response dramatically, so you should use as little EQ as possible. But if the rooms phase response isnt flat, by using a graphic EQ you could realign the phase. The point is to use your ears and walk the room thoroughly, listening to the way the entire frequency range sits in the
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Processes
Lets look at the processes engineers use to EQ a system. Some people prefer to voice out the PA, which means that the engineer EQs a system simply by listening to sounds they make into a familiar microphone, such as various and random clicks, clucks, and the words one and two. (Using the words one and two actually has a purpose; other than helping a novice who is speaking into a microphone look like a pro, the word one contains lower and muddier tones in your voice and the t sound in two contains highs.) The idea behind tuning the PA system to a microphone is that you know your voice and how the microphone should sound on a well-tuned system. However, due to the proximity of the microphone, your voice contains low mids that might be emphasized. Low mids give tone to your bass guitar, drive to your guitar, and power to your vocal; if you remove them, youre going to have a hard time getting any depth to your mix. You might get a great vocal sound, but your voice isnt able to re-create the high and low frequencies you want and need throughout the whole frequency range in your mix. You may start by taking these frequencies out, but in the end youll be adding them back in. Again, this
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is an important lesson: You must know when to EQ and when not to EQ. The other problem in using your own voice to EQ a system is that its your own voice, and you arent the one whos going to be on stage singing. Also, there is nothing more annoying for the rest of the crew than listening to you shout through an SM58 for 20 minutes or so. Another EQing process is called ringing out; the idea here is to turn the microphone up until it starts feeding back, then find that frequency on the graphic EQ, and pull it out until the frequency stops feeding back, then repeat. This procedure is something that a lot of people use on monitor systems to get as much volume out of the microphone as possible. The rule of thumb in this process is that, if youre pulling out anything more than six frequencies, youre doing something wrong. That might be the case, but, frankly, if youre using this process, youre doing something wrong in the first place. It may seem to work okay on monitors, but you could still be clouding the monitor mix with unwanted low mid that, if just taken out, would clear everything up and you wouldnt have to have the monitors so loud. And at FOH, you should never use this process. We want our mix to sound great, not just loud. Loud doesnt get you anywhere. This procedure, whether it is being used on monitors or the front of house, is extremely annoying for anyone else trying to work in the room and is considered by most industry professionals to be extremely amateurish. Instead, you should understand what the frequencies do in terms of how boosting and cutting each frequency on the graphic affects the overall sound, and you should use them to your advantage by understanding that using a combination of cuts or boosts will help your sound in the end. A microphone should have pretty good gain before feedback, so feedback shouldnt be much of an issue. If it is, you need to be looking at how the speakers are placed in the room or on the stage, and whether the microphone is close enough to its sound source and is not defective. Do not sacrifice the sound of the system just for a little more volume. I prefer to get a piece of music and play this through the PA. This way youll have the frequency range and dynamic range that you are looking for through the show, and youll have the ability to walk the room a lot easier than trailing a mic cable after yourself. The music recording must be something you know well, and also something that is well produced. Some engineers use one particular track, whereas others have a number of tracks from which they choose. Its really important that you know these tracks inside out, including the subtle parts in the background, so that when they are played you can hear them. And if they arent there, you know you need to emphasize them with EQ. Use a piece of music that has a bit of punch, some low frequencies, a good vocal, some highs, andmost of allspace. A lot of CDs these days have been re-mastered, with a lot of the levels turned up. Youre losing a lot of dynamics in these CDs, so try to avoid the latest releases, anything that is re-mastered, or a greatest hits CD. When using a CD, make sure you dont have any EQ on the channel and that you dont have any filters, inserts, or routing to anywhere other than your main mix send. Make sure you have a good gain trim setting and then push the fader up.
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FigUrE 12.1 The Ripple EffectThis is caused when two frequencies next to each other are pulled out on the GEQ.
on the other hand, have control over all three parameters, so you can easily use one of these to get in between the frequencies and pop out problem areas. With the advance of newer digitally controlled GEQs such as the Lake Contour, you can now fine-tune your system and the room. This kind of GEQ is more like a parametric EQ, but in the graphic type format. The graphic EQ gets its name from the fact that it is graphical, naturally, so we can call our parametric visual EQ a paragraph. This type of EQ is far better for tuning the anomalies within a room than the conventional GEQ. Heres the way to think about it: 31 band GEQs are better for creative purposes. They cant be used as an actual tool for system control because of the types of filter they have on each control. Wider bandwidth controls are generally used more for artistic license; they have smoother responses and interact more with the frequencies around them. ParaGraphs should be seen as a tool for adapting the system to the type of room youre in, and for cutting or adding just those frequencies that need to be adapted. Whichever way you look at it, youre going to be changing some kind of phase to remove some room issues. One last point before we move on: With any digital console, always try and get a grab graphic, which is a physical GEQ that is placed in a rack beside you (not just the onboard graphic of the console), is normally set to a flat response, and is used on the left and right speaker stacks of the system. This means that if you have any problem frequencies, you can easily get to them rather than having to flick into a mode where you either lose all your faders (because the digital console puts the GEQ control over your channels) or you end up having to look at the screen to find out to find out where the cursor is (so you can move it across to the problem area). Yes, this does defeat the point of having a digital graphic inside the console, but, frankly, the show only happens once, and if youre too busy trying to find 2.5 kHz on a screen, theres something seriously wrong.
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taste. Once youve decided which frequencies are sticking out, head over to your GEQ and remove them. One thing to keep in mind while going through this process is that not all PAs can reproduce everything equally well. If you are listening for some subtle percussion in the music you are playing and it seems to be stuck very far in the back ground, you might try and EQ so that it stands out a bit more. You are in danger here of adding too much EQ that could swamp the rest of the mix. Listen to how those frequencies sit in the room, and your mix, but make a mental note of what you have done and review it later. Dont try and do much EQing on the main system EQ. The room will respond differently when there are people there, so understand what youre pulling out. If you end up pulling out a lot of highs, be aware that you might have to push them back in later on. Its far easier to do this on a graphic than it is on the EQ hidden away within the crossover, using a computer screen and magic pen that moves things around. As weve said all along: listen. Just because you have a graphic right in front of you doesnt mean you have to use it.
As a touring engineer, Ive never been afraid of getting my hands dirty with a graphic. Once, at the House of Blues in Houston, I raised the faders up on the CD I was using to EQ the system, and I heard what can only be described as a bloody awful sound coming out of the speakers. I turned the CD down, checked that the EQ wasnt in on the channel, no high pass (HP) or low pass (LP) filters were in, checked the gain, and even checked the CD through the headphones to make sure the sound was good on my end. When I couldnt figure out what was wrong, I asked the in-house engineer, and I was informed that the system always sounded like this. To try and fix it, I played around with the graphic. When I got something that was at least remotely close to what I wanted (remotely being the key word), the screen looked like Id been playing a game of Battleship. I asked if this was a typical EQ curve for engineers to put on the system, and his response was: Ive seen some pretty extreme EQs in here. The system was installed by a PA company, and then the in-house guys were locked out of any proper control over the system. The system probably would have been set up with the standard factory settings, and placed in the room when no one was in there. It would have then had a general system EQ placed over the whole thing, the crossover points set, and would have been locked and left for the in-house techs to get along with. This meant that they couldnt improve on the sound as more and more shows were coming throughwhich means if that is an engineers first experience of an Adamson PA, hell never want to use it again.
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The point is that sometimes systems just sound bad, so dont be afraid to jump in and push around a few GEQ faders to get the sound you want. Because of the way the graphics are split up, you only have 1/3 octave steps (1/3 octave bandwidth for each fader), so dont be surprised if you end up cutting one frequency and boosting the next to try and find an in-between. Its not the most efficient way of doing things, but sometimes you can get the sound you need, and as with anything in live audio, there is always a compromise.
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the main PA, so there is no need to have it extremely loud. In fact, you shouldnt really be able to hear where the sound is coming from. You might find that you want to add a few of the main melody parts to the infills as well. Your outfills and delays are receiving the same mix as the main PA loudspeakers. The trick here is, once again, to simply reinforce whats coming out of the main PA system. If you just need a few more highs at the back, then just put the high in the delays. You dont want to cloud the delays too much. The job of the main PA loudspeakers is to give you your sound pressure level; the job of the delays is simply to reinforce the parts that cant be heard. Because your outfills tend to cover parts of the audience that have next to no direct signal from the PA, youre going to have to put the entire mix through them. Try to EQ these for the whole mix. Chances are you wont need any subfrequencies in here because youll be getting enough sub from the main PA. The level will really just depend on the size of the speakers you have. If theyre just covering a small amount of the audience, then turning them up too loud is going to give you problems at the point where the main speakers take over from the outfills. The best way to have any of this set up is so you cant hear any individual speakers take over from one another. They should all be working together, and all should sound like theyre coming from the same place. As long as you have the correct delay settings for all your speakers, and the EQ is pretty accurate, this should be a fairly easy task to accomplish. Adding the right amount of delay to the outfills channels makes the listener localize the sound on stage rather than at the nearest outfill speaker. You will probably not be able to hear any of the fills or delays from your mix position, so its very important to make sure they sound good at the start. If possible, always have an EQ on these sends. The other thing to bear in mind is that, if youre going into a venue with its own PA, these sends and EQ might already be set up. Before changing anything, have a walk around and listen to them. You probably wont need to change anything, if not that much at all. It is always a good idea to turn all your fills and delays off for most of the soundcheck; this ensures that youre getting sound directly from the main PA rather than ambient sound coming from other sources around the venue.
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Feedback
One of the questions that is always asked is how to eliminate feedback. Obviously, eliminating feedback is extremely important, but not always easy. Many factors are involved in causing the problem, so there are many solutions for getting rid of it. The first thing most people do is to jump on the graphic and start hacking frequencies out. This gets rid of the frequency that is feeding back, but it could also destroy vital clarity. You may see a device called a feedback exterminator or suppressor. Do not ever use it. It might get rid of the feedback, but it also might also get rid of the vocal.
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Chapter 13
Stage Setup
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At this point, its time to join the crew on stage. The stage set is a big deal because its what youre presenting to the audience. At this point, it will be a hive of action: The monitor engineer will be running out cables to his monitors, and the in-house engineers will be looking around for instructions, as long as they havent all gone to the crew room for tea and biscuits. The backline techs will be busy building all the backline and other paraphernalia that has to be set up. Youll probably be shouting at the lighting techs because theyve decided to put MAC500s on flightcases that are sitting right on top of all your mic cables, and the production manager will be nowhere to be seen. Somehow, though, the whole team will come together and make the stage look wonderful. The stage plan and channel list youve painstakingly put together will come in very handy now; they help your local sound techs and crew place all the articles youve requested on stage and in the right place. All your risers will be in position, your satellite mic boxes will be run out, and hopefully youll have microphones on stands next to the instruments you want them on, ready for you to place them. (Of course, this isnt always the case.) Try to keep everything as neat and tidy as you can; that way, everything will look professional, youll know where everything is going, and, most importantly, when the lights go out for showtime, no one is going to be tripping over anything. From your point of view as an audio engineer, the main element of the stage setup is your microphones. There are many, many different kinds of microphones, and they work according to three different transducer principlesbut all of them revolve around the principle of sound vibrations being picked up and transformed into electrical signals to be sent on their merry way down the mic line to be mixed for your listening pleasure. You have a world of choice when it comes to microphones; there are many different kinds from many different manufacturers, each with its own unique properties. Once youve experimented with a few different mics and a few different positions, youll soon learn which ones work best for you. A lot of the time, youll use specific mics for specific purposes: vocal mics, instrument mics, and the like. However, its always good to try out a few different
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
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Condenser microphones
Condenser mics need a power source to power an active circuit inside the microphone. A thin, metal-coated plastic diaphragm is mounted very close to a metallic disk called a backplate. The diaphragm and backplate are charged by the power source to form two plates of a capacitor. Or the backplate is coated with a permanently charged electrical material. When soundwaves vibrate the diaphragm, that varies the capacitance and generates an electrical signal (varying voltage). Because of their design, condenser mics give far more accurate reproduction of the incoming waveform with less color. This is why a lot of producers use them as vocal mics in the studio. Because they tend to have a wider pickup pattern than most dynamic mics, you can have trouble using them as vocal mics in a live environment; you might just not be able to get enough level out of them before they start feeding back. In addition, you can pick up a lot of background noise (leakage). Some condenser or dynamic models tend to sound a little harsh, depending on how the PA is EQed and on the voice of the vocalist. This is a good lesson: You must match up mics with voices rather than just always relying on good quality mics. When I first started working with La Roux, Elly had a KMS 104 by Neumann. This is a very good quality mic and sounds great, but Ellys vocal range is really strong around 1 k, and this mic just brings it out more, leaving the rest of the frequencies in her voice to suffer a little bit. The previous engineer had insisted that this was a brilliant mic, and he wasnt wrongbut when I persuaded them to change to a Sennheiser E945, the difference was amazing. The body came back into her voice, she sounded fuller, and she could hear the massive difference between the two mics in her IEMs.
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Figure 13.1 La Rouxs Elly Jackson with her radio mic the Sennheiser 500-945. This is the radio mic version on the hardwired E945 mic.
PHANTOM POWER To power condenser microphones, you need a convenient power source. These come in a couple of different forms: Some mics take batteries, while others are powered by a small box that plugs into the micbut by far the easiest and most convenient way to power a mic is through the mic cable itself. After all, its already running to the micso why not send power down it? 48 volts is applied equally to pins 2 and 3 on the XLR; that voltage is relative to pin 1, which is your ground. (You might think that sending this kind of voltage down a mic cable would mess with the audio signal, but it doesnt.) These days its very rare that you come across condenser mics that need their own dedicated power supply; a circuit within your mixer will usually provide the power at each mics XLR connector. (However, if youre plugging a mic into an audio interface to use with a computer, you might need to use a separate supply; not all interfaces have phantom power capability.)
Phantom power is a DC voltage, and microphones draw only a few milliamps of current from the phantom supply. Different mics draw slightly different currents. If the phantom power supply doesnt reach the intended operating current for that mic, you will still get signalbut probably with reduced signal level or some distortion. Youll hear this a lot with some active DI boxes (which we discuss in more detail later in this chapter).
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proximity effect
When you move closer to a directional mic, the bass response increases more and more. This is what we call the proximity effect. Mics that have an omnipolar pattern (see later in this chapter about polar patterns) do not have a proximity effect.
Critical Distance
Typically, with close micing you wont really come across the critical distance too often. This is the distance from the microphone where the source sound and the reflected sound (from the same source) are at the same level. If the microphone is at a critical distance, the ambient noise and the direct signal will be at the same level. If the mic is then moved closer to or further away from the sound source, this will tip the balance to how much source sound or ambient sound there is.
polar reSponSe
Whenever you pick up a mic, you must know which way to point it, and you need to understand what the mic could pick up from the surrounding environment.
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Figure 13.2 A 3-D image of how the cardioid polar patterns work.
Each mic has its own polar pattern, pickup, or polar response, which is the mics sensitivity vs. the angle of the incoming sound. Most microphones used by live sound engineers have a cardioid polar response. Cardioid patterns are best known by their heart-shaped pattern (Figure 13.3), and the name comes from the Greek word Kardia, meaning heart. This pattern represents the area from which the microphone picks up sound in various degrees. In the case of the cardioid pattern (Figures 13.2 and 13.3), you can see that most of the sound is picked up from the front and a little less toward the sides (6 dB at the sides). There are a few different types of unidirectional (cardioid) patterns (Figure 13.3) that we use on a regular basis: cardioid, supercardioid, and hypercardiod. (There are also ultra and sub cardioids patterns, but these arent used very commonly.) Another type of polar response is the bidirectional, or otherwise known as figure 8. Microphones with this type of response pick up sounds from both sides of the mic. There are also omnidirectional polar pattern mics, which pick up sound from all around. When close micing (see mic placement in this chapter below) instruments on stage, its a good idea to stick to using cardioid-type patterns because there is less of a chance of picking up ambient noise and spill from other sources that will cloud what youre doing. Polar patterns that pick up the room are great in studios, but when doing a live show, everyone is already in the roomso that can be a little bit pointless. Some mics have different polar patterns that you can select, which gives you a lot of options and can enable you to use good quality studio mics in a live environment. The major advantage of having these types of mics in your show is that they are precision mics and can really enhance the sound of what you are micing up. But dont forget about choosing your mics wisely, for using a
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Figure 13.3 Cardioid, hypercardioid, supercardioid, figure 8, and omni directional polar patterns.
mic that is far better than the other ones in your mic box wont help your mix sit together very well.
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miC plaCement
Whether youre working with a brass instrument, drum, or vocals, there is always an optimum position for your mic. The question is how to find it. But it isnt as hard as you may thinkall drums work on the same principle, and all speakers work on the same principle. The goal, of course, is to capture the best source sound you can. Unfortunately, unlike in a studio, where you have plenty of time to play around with different mic positions, close micing is your only viable option in a live environment. Close micing reduces the amount of ambient noise and spill picked up by the mic. It is an art and is more than simply placing a mic close to the source sound. This is the third most important part of any sound chain, the first being the sound source and the second being the microphone. You may think that placing the mic right up against the speaker or drum would collect more sound, but the sound of an instrument takes some distance to develop, and by micing too close you are actually missing parts of the instruments spectrum and introducing the proximity effect. When mixing a live show, the major factor you need to worry about is whether any mics are in the way of the performers. A live show can be a very exciting place to be, and if you have mics sitting over a drum where the drummer could clobber them, mic stands that have boom arms sticking out could hit the guitarist as he comes flying past, or cables that are draped across the stage floor could trip up the singer. None of these things really help your accurate mic placement because a tech will run back on stage and then stick it in front of something that doesnt need micing up in the first place and all that hard work is wasted. As much as trying to get the right placement for the right sound is important, their practical location is actually more important.
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Figure 13.4 Musical instruments are designed to sound good at a certain distance, where all the parts of the instrument contribute to the sound. Unfortunately, we arent able to get the perfect position because we arent in a studio, but moving the mic back just a handful of inches will make a massive difference in the tone quality picked up.
When micing drums, youll always get bleedthrough from other drums. Try not to worry about itit can be controlled by close micing and gating. Make sure your vocal mic is behind the FOH speaker line. Look at the mic position, and then look at the speakers. From the mic position, if you can see the grill on the front of the speakers, try and move the mic back slightly. A mic picks up sound mostly from the direction its pointed. So if a mic is pointed at the center of the piano, the mic may not pick up the whole piano. Use multiple mics and blend them together to create the overall sound you want.
Most of the time, youll find that mic placement is part luck and part knowledge; it can be as much about trial and error as it is about accurately placing the same mic in the same place every day. There are so many variables that change on a daily basis that it can be nearly impossible to get the same sound every day, unless youre using regulated power supplies for all your amps: the same mic, the same cable, and so on. Knowing how microphones pick up sound, how speakers and drums give off sound, and making the two work together will give you the best result. Remember to be open to bizarre combinations of microphones and placementyou never know what might work best in any circumstance. (That said, if youre working with a corporate pop act, stick to the conventional rules. They dont tend to like a maverick.) Now well go into some more specifics about microphone placement.
microphone axis
When placing a mic, the next thing to understand is its axis and how it responds to a signal. Picture a guitar amp where the speaker of that amp is pointing
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Figure 13.5 This is a picture of a mic underneath a snare drum. As you can see from this angle, the mic body is at a 90 degree angle to the skin. The mic axis is pointing at the skin; the skin is on-axis to the mic.
straight at you. When you place a mic directly at a 90 degree angle, so that the source sound is pointing directly into the capsule of the mic, the source is onaxis to the mic. If you decide to turn the mic slightly, so that it points across the source sound rather than directly at it, the source is off-axis to the mic. When a source is on-axis to a mic, you get a much fuller signal; the amplitude is at its highest, and the frequency response is at its best. Then, as the mic is angled away from this point, so that its pointing more along the source sound, it starts to lose level and begins to pick up more of what the rest of the speaker and room are doing. Neither on- or off-axes are inherently better; the important part is how you apply them. You will also hear that mics have good or bad off-axis rejection. This is just in relation to the sounds being picked up from the sides of the mic. If a mic is picking up a lot more sound from the front than from either side, the mic has good off-axis rejection.
attack Zone
Every type of percussive instrument has an attack zone, which is where the instrument is hit. On a drum, it is the center point of the top skin; on a piano, it is where the hammers hit the strings. The attack zone offers a wide range of dynamic behavior and is the part of the instrument where the players connect musically with their instruments. However, if you only mic up the attack zone, youll only get that initial sound hit, and not a lot else. The entire instrument is part of the sound, and its the blend between the attack and the tone that youre looking to emphasize.
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Figure 13.6 This is a picture of a mic on a snare. As you can see by the position of the mic to the sound source, the snare is off-axis to the mic.
the players
Before you spend ages seeking the perfect sound, you must realize that the guitarist, drummer, or pianist is the one who makes the sound. Everything down the signal path is affected by what they are doing. You can get your techs to play the instruments and get the rough sound, but you will probably have to make some adjustments when the musicians come out and play. Ultimately, youre at the mercy of the playersno matter how good you get something sounding, its up to the artists on stage to really make it sound great.
miCing DrumS
There is no such thing as a bad-sounding kit, and with the right combination of drum tuning, mic placement, and EQ you can be well on your way toward making a drum kit sound better than it is. The real key is to get the correct tuning in the first place. Various different amounts of drum key turning, as well as different sizes and shapes of gaffer tape or other damping materials, are needed. Remember that the sound you hear when playing a drum kit is different from the sound being picked up from the micit might sound perfect when youre sitting there, but it could be a different story at the mixing console. Old drum skins can be dull, so if youre having trouble getting definition in your drum sounds, check to see if the skins are old. If they are, replace them; new strings and skins are inherently a lot sharper than when they have been used. (Anyone who can play well will know this, and their style should be able to incorporate it.) Be aware of cheap drum skinsthey can sound poor when
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Snare Drums
The snare drum is the main crack behind the drumbeat, and its the low beat of the kick drum and the high beat of the snare that are so important in any drum sound. These are the fundamentals that make up the backbone of the rhythm section and keep everyone in time and on track. The snare is actually the metal wires that are tensioned underneath the drum over the bottom skin, adding a rattle to the sound. This element of the snare drum sound is sometimes so often overlooked. Personally, I like a tight snare drum sound, one with a lot of body that sounds like a shotgun. The reason for this is that in a live environment subtleties can get lost, so if the drummer is a little shy in playing a few notes the sound can disappear behind other sounds and the drive can lose its push. At least by having a snare drum sound that tight it will always be cut through no matter how hard it is hit. To achieve this kind of sound, you need to have the snare under a lot of tension. More often than not a really loose snare drum can just sound bad; the sound is actually comparable to a biscuit tin. But there is a fine line between what sounds good and bad, and what works well in a studio doesnt always translate well to the live show. Snare drums are a very stylistic and personal thing; whenever you listen to different albums (even from the same band), youll hear the massive difference in snare drum sounds within the album, and also across the same genre. Micing a snare can be tricky. All the drum hardware is in the way, and possibly a few mic stands, so its always best to try and get this positioned when the kit is being set up. The top snare mic has to be at the edge to avoid being hit, but you can still achieve different sounds depending on where you point it. Pointing the mic toward the center, at quite a wide angle from the rim, lets you pick up a lot of what the drum is doing, including the attack from the top skin. As you pull the mic into a steeper angle, the attack is deemphasized, and you begin to hear more of the drum tone. You can also mic up the bottom skin of snares. When positioning this mic, try using your hand to feel for the best place for the mic; this way you arent going
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toms
The two techniques for micing toms have everything to do with distance. With larger floor toms, you often want to get a bit more boom out of it; if attack isnt extremely important, you can achieve this by setting the mic close, on-axis to the edge of the skin. This will give you the proximity effect with some bigger bass frequencies and will also cut down on the attack from the center of the skin. The other technique, which is more common with pop artists, is placing the mic in a higher position, about 35 inches away from the skin, and pointing toward the center point of the drum head. This gives the sound envelope time to take shape and also gives you clarity on the attack. The only problem with having them this far away is that you can get a lot of bleedthrough from other drums. A Sennheiser 421 on toms sounds absolutely stunning. Unfortunately, using several tom mics requires quite a few stands, and, being on the large side, these mics are difficult to get in position. The best position for them is directly over your toms. The next best thing I think is an EV 468, which has a supercardioid polar pattern and good off-axis rejection. It also has a tilting head, so you can easily get in and change the direction in which its pointing (although I keep losing the screws for it). It also has a high SPL capability, rated to 144 dB SPL, making it ideal for loud drummers. My general rule with mics and drums is not to use a mic with a small diaphragm. You are micing up something that has a large surface area and the ability to move a lot of air. Its the movement of air that gives you power, so you want a diaphragm thats going to translate this to the PA, and large-diaphragm directional mics tend to have better low-frequency response than smalldiaphragm mics.
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In the studio, you see producers and engineers using various cross mic techniques to capture the room and the drums. In a live environment, though, you just want to capture the cymbals, and maybe some drums. I have a pair of AT3035 (Figure 13.9), which are wonderful as a pair of overheadsnot too sharp, but they also have good response in the low-frequency range. This is important because I EQ a lot out of my drums to give them punch and attack,
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Steel Drums
Steel drums (or steel pans, as they are also known) are fairly easy to mic. The sound comes from the pan that is being stuck, and the rest of the drum just gives the pan its tone. The bigger and longer the drum, the deeper the tone. The best course of action here is to use a small diaphragm condenser mic, positioning it underneath about 3 inches away from the bottom of the pan. This gives you all the attack, tones, and notes that are needed. A Shure SM81 is good for this.
miCing SpeaKerS
Speakers change their tone from the center to the edge, although you have to be standing very close to hear it. Various factors should be considered in deciding where you should put your microphone. If you go more toward the center, youll find theres more brightness or sharpness, whereas when moving toward
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the edge, youll find that you start to get more of the sound of the tone of the cabinet. The guitarist has normally chosen the amp and cab for its sound, so you should be aware of this when micing up. When placing a mic in front of a speaker, you need to figure out at what distance you want the mic to be placed. In live environments, you usually want your mic anywhere between right on the grill of the cabinet, up to about 67 inches away. Youll hear the difference as you move the mic backwards. Having the mic closer to the cab causes it to have more bottom end, due to the proximity effect; as you move it back, the wavefronts have a little more distance to form, so the tone starts to change. If you have a harsh guitar sound, moving the mic closer to the cone edge can help because that reduces the pickup of highs; If you are having trouble seeing the speaker through the grill, grab a torch and shine it into the grill. Youll then see the speaker light up behind it, helping you to do your mic placement. When youre dealing with speaker cabinets that have more than one speaker, you need to make sure youre concentrating on one speaker at a time. Dont start sticking the mic in the middle thinking youre going to be picking up sound from all of the speakersyoull only be picking up the sound of vibrating wood. If you want, you can double mic the guitar cabs. This decision depends on how important your guitar sound is to the mix. If youre going to do this, you really want to put two different types of mic on the cabtry a combination
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The singers mic technique is always a love/hate relationship. Just when you think theyve got it right, they go and mess it up again. It is your responsibility to show these so-called singers that they cant wield their microphone like its a bottle of vodka. After all, they are ruining your mix! When micing vocals, you want to smooth out any lumps in the sound so as not to have too much low when they pull the mic close and when the mic is pulled away the sound doesnt become tinny. You also want to stop any distortion that might occur when the singer belts out a note too close to the mic and stop blurry bottom end from occurring when the singer is singing weakly in a low range with lips pressed hard against the mic. Dont worry too much about
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miCing pianoS
As with most types of instruments, there are many different types of pianos, all offering very different sounds. Grand pianos are frequently used in concerts. One common debate is whether to keep the top of the piano open; you can get a sound that is more resistant to feedback with the lid closed, but it can also be a little boxy. Personally, I prefer keeping the lid open and then trying to get the optimum mic position. You might also be presented with an upright piano, where all you have is the soundboard in the back to mic up. The problem with using pianos in a rock show is that you have to mic an acoustic instrument in the midst of amplified ones, which can lead to bleedthrough into the piano mics. However, you only get bleedthrough if an instrument is either louder or quieter than the rest, so make sure the stage level isnt ridiculously loud to give yourself a fighting chance. When you look at any acoustic piano, you can see the string running across the length of the instrumentstarting with the low register strings one end and working up to the higher register strings. Youll also notice that the hammers that hit the strings are usually situated behind the keys. In the case of a grand piano the keys are at one end of the strings, whereas in an upright the keys are in the middle of the strings, and this is where the hammers hit. The point at which the hammer hits the string is your attack zone. (With a piano, though, attack is a lot subtler than with other instruments.) A piano has an enormous range of dynamics, from large crescendos to sharp staccatos to soft dal nientes. Coupled with this range is an enormous frequency range. Due to the nature of the directionality of mics, and the area that has to be miced up, two mics usually arent enough. (Engineers sometimes use a crossed
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Figure 13.11 If all else fails and you are having trouble picking up a good sound, tick the biggest mic you can find on the source.
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the patCh
Once you have all your mics on stands and in position, the last thing you need to do is plug them all into the PA. Youll notice that the channel list you made earlier is numbered in channels and that each channel has an instrument dedicated to it. The mic cables run from each mic and must run into the corresponding channel on the mixing consoles. This is known as the patch and is the physical plugging in of the mic cable. Its really important to do this properly; otherwise you could spend ages hunting around for a mic that is plugged into the wrong channel or not plugged in at all. The problem can come from when youre using satellite boxes run from the other side of stage that are then plugged into your stage box. Let me explain: Your guitar is on the far side of stage and should come up on channel 12 on your mixer. It has been run into line 5 on your satellite box, which means that line 5 from your satellite box needs to be plugged into channel 12 on your stage box so that it comes up in the right channel on the mixer. That might sound like a fairly simple procedure, but when you are faced with multiple lines from all over the stage going into different channels, it can get very complicated. At festivals, you might be given what is known as a festival patch for the consoles. After you send your channel list, it will be passed on to the company supplying the PA, and they will then integrate your channel list into their master channel list. This means that your channels are going to be spread out so that they incorporate all the other channels list of the bands that are playing the same stage, and may no longer run in the same order as it did before. This does actually save time during change overs and may make it easier for the patcher to get the patch right for each band because all the channels will be grouped together, and on your console youll have your dynamic processors plugged in at roughly the right place.
Chapter 14
soundcheck
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In this chapter Im going to talk about a soundcheck and the processes that lead up to it. By this point your PA and mixing console should be up, all your mics should be in position and plugged in, and all your DIs should be present and correct.
CommuniCations
Before any soundcheck, you must make sure you have good communication with the stage. There is nothing more frustrating than having to shout, or run up to the stage to try and make yourself heard, and its pretty hard for the guys on stage if they cant communicate with you. You want to set up your talk to stage (TTS), or talk-back as it is otherwise known. This is set up using a mic at FOH, which is sent to the monitors so that everyone on stage can hear you. The TTS mic signal will either be sent to the monitor console (if you have one), who will then feed the monitors, or your aux sends (if they are feeding the monitors). A com system, which consists of a series of headsets with microphones attached, is always a good idea for personal communications between FOH and the monitor world. This way no one will be disturbed when you are trying to sort out problems (which could be a rather lengthy conversation). We also sometimes use what is known as a shout system. This is a very popular option with festivals because it is the fastest way to communicate between FOH and the monitor world, and is used in conjunction with the previous systems as well. There are speakers and mics at both FOH and monitors that are connected to each other, and they are left open at all times, meaning that you are able to talk into a mic and the sound comes out the other end without having to ask anyone to turn it on. It is normally used for asking questions and for asking the various engineers gathered to go to coms for a longer conversation. Then there are two-way radios. The whole production and not just the audio department usually use these. Most of the techs I know loathe the day they are given a radio; it means the lazy production manager doesnt have to leave his desk
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
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Line CheCk
After youve completed your tap round and confirmed that all the lines, mics, and DIs are working properly, you need to do a line check with the backline techs. Again, communication is key here. Make sure everyone can hear each other and knows what is happening and in what order. This is when the instruments are actually played and any changes that need to be made to the sounds of the instruments on stage, any mic placement changes, and any phase issues are sorted out. When you are running through each instrument in turn, aim to get each channels gain structure in the right ball park. Gain structure is the second most important part of your audio path after the sound source. Your gain structure is about finding the optimum level between the floor noise (the inherent hiss in electronics) and the point at which the signal distorts and begins to fall apart. The important part of the entire process is that you are easily able to follow your gain through from your preamp to your amp. The trick with getting this right is to make sure that the master section (left, right, mono, auxs, subgroups, VCA faders) is all set at 0 dB, that anything in line or inserted (such as the graphic EQ and crossover) is set at 0 dB. This way, when you come to start setting the gain on the preamp, you can easily follow through the entire signal path on the console. You may occasionally need to change to level on the master faders, but only if your output is too loud. As long as you have set your gain up properly on the channel strip, you should not get any distortion on the output stage. Having the right channel strip gain also helps when sending any signal out of the auxs.
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Lets now have a look at how we set up the right gain structure on our preamps. There are two pretty standard ways of setting your gain structure. The first involves your setting the level on the meter to 0 dB (unity) using the gain control knob. The other is that you set all your faders to 0 dB and then set your gain so that all the channels sound like they are at the same level. The truth is that it all depends on how much you want to mix. If you have all your signals coming into the console at 0 dB on the meter, then youll probably have a lot of the faders pulled down, which means the closer they are to the bottom the less control you have over the signal being too loud or too quiet, or youll have your master faders pulled right down. If you push your fader to 0 dB and then adjust your gain from there, however, youll have far better level control when mixing on the faders. If the signal coming into the console is immediately going straight off the end of the meter and you havent turned the gain control up yet, then you are going to have pop in the PAD button to reduce the level so that it is more easily controllable and wont be distorting. The best way to set your gain structure is by using your ears. 0 dB sounds different on every console, and its all to do with the way the preamp works. On some consoles the closer you get to the clipping point, the edgier and warmer the sound becomes, and on instruments like guitars and drums it can be very nice, but when you want a nice, smooth bass DI sound, it might not work that well. On other consoles when you start to breach 0 dB the signal starts to become harsh and distort fairly quickly and is generally unpleasant to listen to. In the case of most digital type consoles, the signal cant distort because a digital clip sounds horrendous. Any digital console worth its weight in gold will have digital clip way above the point at which the preamp clips in their A/D converters. Another thing to note before we move on is the word headroom. We use this word all the time, and it means the amount of level that is left before clip. After you have gotten a good gain structure, do some EQing, and get a good solid starting point for the band to start their soundcheck. But remember that the backline techs dont play exactly like the band, so youll probably have to do a bit of tweaking when the band comes out. While we are on that subject, it is also a good idea to point out that, in fact, the band usually plays differently between soundcheck and show. They will be more hyped up, and the adrenaline will be flowing at stage time, but there really isnt anything to get excited about at soundcheck. Make sure to check any level differences produced by different settings on each instrument. If a guitarist uses different effects, make sure you run through each one, that each sound works with the EQ you have applied, and that the output levels on each pedal work with what they are used for. In rock shows, you may want to emphasize parts of songs more than others; using a distortion
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by just looking at space. The basic idea is, if the space is a large untreated concrete box with a lot of distance between the audience and the ceiling, its going to be very difficult to mix in because there is still a lot of wall space for the sound to be reflected off. This means lots of natural room reflections clouding your mix, which arent going to tighten up that much after the soundcheck. The Big Top in Sydneys Luna Park is one such nasty place. It is pretty much like an aircraft hanger: massive concrete floors and walls, with a huge distance between floor and the silver air conditioning ducts attached to the ceiling. If you think that the tallest people in the audience were just over 6 feet tall, consider that there was another 40 feet to the ceiling. This gives the audio a massive amount of wall and ceiling space to be reflected off, and although the room has been full of people, the reflections lost from the floor arent going to make that much difference to the overall sound quality. The bottom end is still going to be swirling round, and you are still going to have a tough time getting the clarity out of your melodies. But with every challenge you encounter, the more experience you will get. When you compare that space to a room with a low ceiling that has ceiling tiles and a polished hardwood floor, the difference is amazing. Most of the sound will be reflected off the floor because the ceiling tiles will absorb a lot of those reflections. Because the floor is polished hardwood, youll probably find that there is an abundance of high midfrequencies. If you pull these frequencies out so that the EQ in the room sounds right for soundcheck, when the audience enters the room later and fills up the floor these frequencies wont be in the EQ at all and you are going to need to put them back in. There is not only a difference between full and empty rooms but also between an empty room and one that is only half full. Always try and find out how many people you think are going to be at the show that evening, and find out how hot and humid it tends to get in the venue. Well look into the heat and humidity of a show in Chapter 16. Anticipating how many people will be at the show will help you understand how the room will be changing. Its always a good idea to speak to the in-house engineers as to what happens in the room, and how the sound changes as the venue starts to fill up. It is pretty impossible to tell where certain frequencies are coming from, but with a little understanding of how reflections work and how room acoustics change when an audience arrives, youll be in a good position to start the show. Sometimes you might need to pull a few frequencies out of the PA just to get through a soundcheck, with the full knowledge that youll be putting these frequencies back in once you have a floor full of audience members.
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monitors
The most important part of a soundcheck is getting the right monitor levels. A lot of the confidence for that nights performance is built up during the soundcheck, and the band knowing that they can walk out on stage later and have a near perfect sound will give them the confidence to give a great performance from the word go. And its the performance that we are after.
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prominent on stage, it might just be that some frequencies on stage (fundamental, harmonic, or subharmonic) are reacting with the main auditorium causing 400 Hz to be somewhat unEQable at FOH. Frequencies interact with a room in all sorts of ways, from summing in certain parts to cancellation in other parts. Until now, weve only talked about it from a FOH point of view, but the monitors also affect what we hear in a room. If youre having problems getting rid of frequencies, turn FOH off; if you can still hear that frequency, its likely that the monitors or a guitar cab spewing its noise right at your head is the culprit. Take a walk around the front of the stage and listen to how the audio is coming off the stage. You might find a point where that frequency starts to sum or cancel, which will give you a better idea of where it might be coming from. Get up on stage and have a listen. Re-EQ the monitors slightly if you need to, but you might just find that it is the sidefills, or maybe just one of the wedges.
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noise poLiCe
Before we wrap up our soundcheck, we need to have a look at noise levels, as chances are youll have the noise police imposed on you at some point. The ongoing debate about sound limits will probably never end. With more and more government regulations all over the world, you will encounter more limitations on actual volume in a venue. We have official noise limits for places of work, and anyone exposed to high levels of noise is going to be given some sort of ear defender. We even have noise limits for protecting neighbors against hearing each other. Why in the music industry do we use industrial limits to protect people from something they want to go and listen to, whereas in clubs it seems to be something that is overlooked in certain places? Live music is supposed to
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db meters
You measure sound level on an SPL meter. As we discussed earlier, we use the dB SPL scale to measure volume. 0 dB is no sound at all, and anything over 110 dB will have your ears ringing for days. SPL meters are supposed to have a calibrated microphone on them. (Using the latest iPhone app is not good enough, but can give you a very rough idea of what you are working with.)
soundcheck Chapter 14
im weighting . . .
On every decent SPL meter there are at least two different ways of measuring frequencies; this is known as weighting and comes in dBA and dBC. These are two different types of frequency curve or filter. The A-type weighting is the most commonly used. It emphasizes frequencies between 1 kHz and 4 kHz, which is where you get all audible clarity, and is the scale most frequently used to measure hearing risk. A normal limit to see would be set around 95105 dBA. C-type weighting is mainly used to measure noise pollution. It hasnt been very common, but it is starting to be used more and more these days. It responds to pretty much the entire frequency band, just dropping off at the extremities. It is quite normal for you to have what looks like high dB limit in C-type weightingsay around 115 dBthough it actually depends on how the mix is balanced. Because nearly the entire frequency band is being measured, low-end frequencies suffer in this weighting. Generally, live audiences like more bass in a mix, but the more bass level you have, the closer to your dB SPL limit you will get. This can sometimes cause a few issues for engineers.
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Figure 14.1 This image shows the dBA and dBC frequency curves we have just been talking about. Also, here you will notice the dBB and dBD curves. It is extremely rare that you will ever come across this, but if you ever do youll know what the frequency response is. To see the color version of this image, visit the companion site at www.liveaudiobook.com.
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a certain effect that you need to test, just get the band to play that part of the song. However, you want to try and save the singers voice, and also you dont want to keep the band there longer than necessary. One of the best tips I can give you for running a soundcheck is to finish your soundcheck on the first song of the set. This way, you can get all your settings just right for the beginning part of the song. When the band opens their set with this song, the balance is pretty much there, and you need only make a few adjustments, rather than trying to get the mix together. You can then concentrate on refining the EQ and the mix so that its right for a room full of people. The bottom line is that its all about making things easier for yourself. That way, when the pressure is on, you have less to worry about, and you can take the whole thing in stride.
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FestivaLs
Soundchecks (or the lack of) for festivals are a special case, so we want to briefly discuss them here. Technically, you wont get a soundcheck unless you are headlining and insist on it, or if you are the first to go on (and thats just to check the PA). Youll have enough time to set up all the equipmentsome of which, like the drums, will be on rolling risers so that they can be wheeled out very quickly. Because theyll be set up on risers, youll be able to put all your mics in the correct positions. The reason for this setup is that, a lot of the time, youll only have 2030 minutes to get your stuff on stage, line check, and then get the band on. (Some mainland European festivals, which are wonderfully run, allow you an hour for setup.) In some cases, you may be able to use your own console; smaller digital consoles can be easily incorporated into the stage setup for monitors, and occasionally youll be able to get a FOH console in there as well. If you do take in your own consoles, make sure you take everything in with you. If you have your own monitor console, youll have to be able to set up all your lines, and then plug into the house multicore. If youre bringing your own FOH console, you should bring your own multicore, but you might have to be on site very early to make sure its run out. PA companies at festival sites really dont like it when you turn up with only half the gear you need, and expect to borrow the rest from them. When youre doing all of this, make sure you do a full and proper advance, so that everyone is on the same page. You might even be able to use the house multi. If the festival is using digital consoles and you have a show file for it, send it over in advance so that they can integrate it into their festival show file if needed.
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sounDCheCk Done!
Once the soundcheck is finished, make sure your settings are saved, or, if youre using an analog console, take note of all your settings. (Using a desk sheet is the best way of doing this, but if youre really clever, get yourself a digital camera and take a picture of all your settings.) Once thats done, go and spike the gear; this is where you mark out all stage positions of all the equipment, mic stands, and monitors. This is so that when you come to do the change over, you know exactly where all the equipment needs to go. Youll also find that the band loves to run off stage and go straight to dinner, and if you are taking too long writing all your settings down, then you are going to be eating alone. . . .
chaPter 15
the Mix
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InstInctIve BehavIor
nature
There is something very natural about musicit brings people together. If you love music, youll likely have met people because of the music you love. This is something that applies to nature as well. Look at songbirds, for example. Their songs help them attract mates; songbirds kept in captivity have no interaction with other songbirds and will never learn their birdsong. Music isnt genetically passed downit must be learned, and when the song is passed down, it gets changed ever so slightly, so over time the song evolves. You must understand the natural elements of music and how we respond to it. Once you understand that, you can manipulate the way your audience reacts to it, just by making them listen to a different mix.
Percussive creatures
Its natural to react physically when something happens to you. Humans respond to bangs and clapsmost loud, sharp sounds will get an immediate physical response. When were very happy about something, we tend to high five each other, punch the air, or jump up and down. When we are backed into a corner, we push out to try and get away. All these actions are a natural response of our sympathetic nervous system, which is connected to our hearts. At the very core of all of us is our heartbeat. When were excited, it speeds up; when were relaxed, it slows down. Heartbeats form a part of who we are and also accentuate the extremes of our emotions; only when we are in a normal, calm state does our heart rate remain stable. Music touches our emotions, so it makes sense that beats and rhythms in music can really affect an audiences reaction to it. As mentioned earlier, percussion was the first form of intentional man-made music, perhaps because of the effect that a loud bang has on our heart.
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
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MusIcal DynaMIc
In this case, we use the word dynamics to refer to the quiet and loud parts of songs, and the dynamic range refers to the range between these two extremes. Having dynamics in your mix makes everything sound more exciting. The problem, though, is controlling the extremes without destroying the musical dynamics: you want the quiet parts to be quiet but not too quiet, and you want the loud parts to be loud, but not so loud that they deafen everyone in the room. In general, the band should be able to control their dynamics pretty well, but it is still something you can help with by giving added boosts to choruses, and pulling the band back when the acoustic guitar and vocal are the center of attention. With electronic bands, on the other hand, this dynamic range is usually missing because the dynamics are already programmed or prerecorded. This can sometimes make the music feel a little sterile, and even a little flat. The musicians on stage dont always have control over the dynamics that are coming out of a backing track, for examplealthough musicians might be playing conventional analog gear that can have a massive range.
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EQ Theres a lot of EQ that can be done, and only a very small part of the mix is actually done on the faders. Its more than just getting the right balance in level between the instruments; its also about making them fit around each other. If you ask engineers about what they are doing, they might have to think a little while about it before they can verbalize it. This is because mixing has become a natural flow of creativity, environment, and thought. Your mix is going to go through many stages and be full of tiny instinctive thought processes, creating excitement and electricity through buildup, energy transfer, and sound level. SOLID AND CLEAR Having control of your entire mix plays a major part in being a really good engineer. When your mix is completely under control, you wont hear any
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COMPREHENSION The key to all of this is to be aware of what kind of music youre mixing and the type of audience who will be listening to it. I worked for quite some time with an artist called Seasick Steve, who had a very simple setup: The kit was a standard four-piece kit, one guitar line, and a vocal. The kick drum, though, wasnt just any kick drum; it was an old marching drum, with real skin over it. By itself, the drum sounded more like hitting a cow in the stomach with a wet fish fillet than a kick drum, and because it was actual skin it didnt have a hole in the front of it. I just miced it using one mic, very minimal EQ, and no noise gate so the whole thing rang out naturally. It sounded awful on its own, but when the other elements of the mix started to be mixed in, the sounds started to make sense, sonically.
LEAVE YOURSELF SOMEWHERE TO GO One of the things we looked at in rehearsals was putting the setlist in order on a computer playlist so you could hear how the songs flow between each other, but most importantly where the peaks and drops in energy are going to be. Its so important to get the right energy in the right place at the right time; remember, when you are starting to put a mix together, never work to 100% straight away, and always leave yourself somewhere to go. NEVER MIX WITH YOUR EYES Some of us have perfectly good ears on the sides of our heads. The ability to use them is so important to how we do our job and get the best out of the equipment we have.
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TAKE THE ROUGH WITH THE SMOOTH There are certainly going to be times, however, when youre going to have to make the best out of a bad situation. You arent always going to get the best mics, PA or mix position, but what we are all paid to do is to make those situations sound the best we can. And its making those situations sound the best that is most important to the artist we work with. But as with anything, with the right preparation, this should seldom occur.
Can you make the bass come out? I want it to sound more open. Its not crisp enough. It feels like its in a box.
You cant just have a blank expression on your face. The problem is we all have different onomatopoeic words for sounds according to how we hear them, so your job here is to try and interpret what these things mean and translate it into a sound. The trick is to really listen, and then when you think you know what they mean, change your desk settings very slowly. Make sure you have a good line of communication going so that you know what you are changing is right and is going in the correct direction. If you can, get the artists to bring some recorded music so they can give you a reference to what they mean. Youll get some odd requests from time to time, but you should try and go with them. You never know, you might learn something new.
frequencies and eQ
HOW TO DESCRIBE WHAT YOU ARE HEARING As I just said, we all have different words to describe a sound, and unfortunately we dont have any industry standard words to mean anything in particular and
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ABUNDANCE OF FREQUENCIES Lets now look at why your mix can easily get cloudy or woody without much effort at all. You have started putting your mix together piece by piece; you add all the sounds in, and then your whole mix has become muddy. Whats happened is you have now got an abundance of frequencies you dont want, and you dont know where they came from. This can happen so easily when having too many sounds around the same frequency, so be aware of itwhat sounds great individually might not sound so nice when theyre all put together. For example, to get a nice thud to a snare, you might boost 200 Hz. Then, to get
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IMPORTANCE OF LOW MIDS Recently, I have noticed a lot of PA systems lacking in the low midrange. This is a really silly thing to do; it will cause you to lose the depth in your drums and bass guitar, as well as the warmth from your guitars and vocals. Some people are fooled into thinking this is okay because theyre overpowered by the impact of the sub in the mix. However, even if that initial impact is very powerful, theres nothing to back it up with. Like a bad beer, the initial taste might be great, but then you realize its quite weak and it leaves a nasty aftertaste in your mouth. SOLID EQ First, lets look at the most obvious major percussive instruments in a live show: the kick drum and the snare drum. You should always EQ these two drums as a whole, leaving space for each of them within the other. Scooping midfrequencies out of your kick drum and boosting those same mids in the snare to compensate for the EQ in the other will make them sit with each other. As I said before, I like my snare drum to sound like a shotgun: a deep thud with an aggressive crack that goes right through the body. But the key to this effect is having a tight sound, using plenty of transients but no long extensions on the low frequencies. Watch the reaction in the crowd (well get to that a little later).
The toms of the kit sometimes fall into the background of the mix fairly often because they arent played as often as the kick and snare. I think placing them higher in the mix leads to a more dynamic sounding kit. Then there are the hi hats, which arent always featured particularly well as a percussive element but they can be a great way of adding an extra deeper rhythm to your mix. Normally, a high-pass filter is set quite high, so that you only hear the top end. However, if you move the filter down so you begin to hear more of the rhythm and then add a small notch around 810 kHz, you can get some real sparkle. The bass guitar is the link between all things percussive, rhythmical, and melodical. The bass player controls the tightness of the bass for the whole band. Its hard to affect this when mixing because you have no control over how the musician is playingjust make sure he or she understands how to work with the kick drum. If the bass player starts to move out of time with the kick drum, youll hear the percussiveness in the low-end fall apart.
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VOCAL RANGES Most singers have a high and a low range, which can require two different EQs. In the high range, the vocal can become a little harsh (which sounds a bit like a ringing in the top of your ears), and in the low range, it can become a little cloudy. The clarity in a vocal comes from around 800 Hz5 kHz. (These are also some of the most irritating frequencies we hear because we are more sensitive to them than any others.) However, too much 800 Hz can make things sound a little hollow, while 2.5 kHz can give that biting harshness. Dont completely remove any of these frequencies, thoughyou will lose definition. As much as they sound horrible individually, they are really important. FREQUENCY AND EQ TRAINING Try spending a week locked in a room with a graphic EQ, playing your favorite track through it, and using the graphic to mix the track. This will teach you where certain instruments sit in the frequency spectrum and how they can interact with each other.
Remember how we were talking about how the phase of different frequencies affects others in the spectrum, and by boosting and cutting frequencies, youll be able to hear what happens when the mix becomes muddy or harsh.
Phase relationships
As we have looked at numerous times throughout the previous chapters, all the sounds you are working with have a phase relationship. Dont be afraid to use the polarity button (often incorrectly called the phase button) on your console; you never know when things are going to interact in a way you least expected it. Whenever there are two mics close (intentionally or not) together that could be picking up the same sound, its worth hitting the polarity button to see if it makes a difference. Try the polarity button on things like drum overheads, or every other
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Prerecorded Material
An awful lot of artists use prerecorded material these days, and there is a lot you can do with it. There are two ways of mixing this type of material: either you can be careful how you mix it and try to hide the fact that theres a backing track; or the second approach is you can mix it loud and proud, so that its obvious. I took this second approach with La Roux. A lot of the music was on backing track, apart from the majority of the keyboard lines, and bass lines, and most of the drums. In the record theres a lot of layering of different synths and drums, and the band wanted to reproduce this layering in the live show, but it was just impossible to play it live. The best way to reproduce the sound was to have the whole thing remixed specifically for the live show, which I did myself in the studio. The great thing for me about creating an album is that there can be a lot of subtlety introduced; with a live mix, though, this subtlety needs to come across in a different way. This is the great thing about having total control of the backing track mix. When you have a PA system capable of creating all the right frequencies at all the right times, you can have a blisteringly powerful mix, with the highest quality audio. Similarly, the quiet parts can take their place in turn, and the subtlety that was in the album can now be translated into extreme dynamics.
creativity
The whole process of mixing a show is very organic; you are linking your environment, subconscious, and conscious mind. A lot of the movements you make are automaticyou just stop thinking about it and just rely on how you perceive the sound. The big question is: How do you get this ability? To begin, you already know how the songs should sound because youve been listening to the music. Then keep in mind how the music makes you feel personally. Then go from there. Once you understand that, the only obstacle in your way is getting to know your way around the equipment. Mixing is very hands on: Its so important to be able to feel the music through your body and translate that into what is coming out of the speakers. It can be very destructive if you arent careful, but when you get it right it feels great. But mixing is as much about creativity as it is about technical knowledge. When you are presented with one set of tools, you might do one thing, whereas when presented with another, you might do something entirely different. But you still need to know how to use the kit to get the sound you are after.
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focal Point
The focal point of your mix is the lead vocal; everybody in the room will be listening to the main melody. There is often a danger of your hearing it louder than other people because you know it so wellwatch out for this. No matter what type of music youre mixing, the vocal should be well defined and smooth, without harshness or too much low end that will muddy it up. The level of the vocal depends on what youre mixing. For genres like metal and rock music, place the vocal a little further back into the mix, letting the guitars and drums cloud it slightly from time to time. This gives the added perception of loudness. (Your vocal should always be prominent throughout the whole mix, however.)
energy transfer
Once you have got the main melodies down, its time to build the energy. The setlist should have been put together in such a way as to maximize impact and energy, and you should know where these high points are going to be. You wont be able to understand the proper flow of the set until you have worked through it a few times, but the main high and low points should be noted; therefore, structuring your mix to maximize the parts with high-energy impact will help with the dynamics and the energy transfer of the band throughout the whole show. As you are building your mix, you need to be thinking ahead. You know which point of the set is going to have the most impact on the audience, so building your mix toward that point can help in creating an extra, underlying excitement. Each song builds up to this moment, slightly louder and slightly more dynamic. One trick here is to slowly work through the high end, adding some of the high frequencies back into the room that are now being absorbed by the audiencebut not just stopping at smoothing out the high end, adding a little bit of bite to the mix as well. As the show progresses, the ears of your audience will start to become less sensitive to the high end; adding a touch more will give that feeling of distortion and perceived loudness that can be really exciting. Then, when at that chosen moment, the whole mix peaks, the audience will go nuts. For most artists, this will be right at the end of the set, so youll have a long time to work toward it. The key is to have a point to work toward, and then structure your mix to maximize the parts with high-energy impact and get those dynamics and the energy transferred from the band throughout the whole show working up to that one point.
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creating space
In music, they say its not whats played thats important, but what isnt played. In other words, having the space for the notes to ring out and come together to form solid segments is important in the overall dynamic of a song. The same is true when mixing. Firing everything down the line will just cause you to feel oppressed by a wall of sound. If youre only working with a three-piece band, you may get away with it, but anything more than that and you could be in deep water.
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adding or losing
Mixing is very instinctual, but you cant always follow your instincts. For example, you might think that, if you cant hear something, the best thing to do is to turn it up. This is not always the case though. When you start adding and adding to the mix, everything just becomes louder and louder and more distorted. Instead, you should do the reverse. Turn down instruments that are too loud Its hard to grasp at first, but it becomes more natural once you get used it. (This works in all aspects of mixing, not just faders, gain, and EQ.) Begin by listening. If the volume is good, listen to where the EQ is sitting; it might just be that you overcompensated when you were tuning the system. Listening and thinking is the order of the day. It takes time to do this instinctively, but once you are in that frame of mind, itll be easy.
When La Roux plays Im Not Your Toy, there is a section toward the end of the song where a synth solo is played and carries on until the end of the song. The chorus comes back in again with the solo playing and Elly singing over the top. Her vocal clarity sits around 1 kHz1.6 kHz, which is also where the synth solo sits, and which covers up the vocal. However, pulling out those frequencies on the synth solves the problem and is much better than simply turning the volume up or down.
creatIve DynaMIcs
Compressors are complicated, and not a lot of people really understand how to set them properly and use them to their full advantage. However, they are a vital tool in creating any mix, for many reasons. They arent just for holding off peaksthey can be used to create an extra level of dynamics, or extra underrhythm, that works with the music youre mixing. When we discussed compressors earlier, we focused on the functionality of the controls. Now well look at what the settings actually do and how to use them in the best way possible. But before we get to the juicy stuff; if the compressor lights arent moving at all, then youre not compressing anything! Youre
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Really good dynamic processors can sometimes be hard to come by, so over the past few years Ive bought a few very nice comps that will help me out of any situation. I got hold of an Avalon 737, which is a lovely preamp, compressor, and EQ combo. It has a valve in it, and it can really warm up any sound. I also have a couple of distressors which, when used properly, are utterly amazing. They give you the ability to crank up any input and get the signal overdriven, and the distressor just handles the input level. The transparency of this is mind blowing; you can compress a huge amount without losing any of the extremities of the frequency band and making the sound feel squeezed. I also own a BSS DPR901, which is a dynamic EQ; the best way to describe it is subtly responsive.
merely using the compressor as a rather expensive tool for turning down the input signal.
When I did my stint with Get Cape. Wear Cape. Fly, I tried the Avalon on Sams vocal, but it didnt work very well; it didnt let the vocal sit in the mix the way I wanted it because it gave it a bit of a retro sound. You can hear the valves working in the Avalon, and when youre dealing with electronic music, it doesnt always sound right. I had always had a problem with the sound of the acoustic guitar: It sounded cheap; the Avalon really brought it to life. We ran it inline, so the signal ran through the Avalon and then the desk channel, rather than the Avalon being inserted into the channel. I then used the BSS DPR901, which is a dynamic EQ, on Sams vocal. Sams singing can sometimes be breathy and sibilant, pushing a little more of the low mids; the 901 really smoothed the whole thing out and made his vocal very consistent.
Back in Chapter 9 we looked at what the controls on the front of our dynamic processors are and what they do. Now, we are going to look at how to use them. On a compressor there are only four main knobs you need to worry about: ratio, threshold, attack, and release.
ratio
Your ratio is a ratio! In other words, dont be fooled into thinking that, if you keep it set at a specific signal point, it will always be the same; rather, it depends on how much signal you have going into the unit. The ratio knob thins out the whole sound. The bigger the ratio, the less signal gets through; the smaller the ratio, the more signal gets through (but it can become a little more uncontrollable in this latter case). I always start with a higher compression ratio so I can hear what the compressor is doing. When I find the sound I like, I pull the ratio back until the instrument is compressing in a way that works for the music and the player.
threshold
Its really important that you have the gain set up on your console; otherwise, the gain structure will start changing, and youll be chasing your tail trying to
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attack
Think of the attack time as how much of the transient information you want in your signal. Choosing a really fast attack time makes an instrument sound thin; the more you increase the attack time, the more initial attack you get in the notes. Think about a kick drum; there is a lot of depth in the kick, but the attack from the front skin as the beater hits the skin defines each beat. By setting a compressor to a fast attack time, you immediately take away that attack, and the beats start to blend into one.
release
This is the time it takes for the compressor to return to unity gain after compressing a note or musical phrase; this is where a lot of the creativity and excitement comes from in a compressor. You wouldnt be mistaken for thinking that the compressor needs to return to unity before the next note or beat is struck, but this isnt necessarily true. With the release knob between your fingers, varying the length of release time, youll start to hear an extra dynamic that can be utilized. Working with the natural rhythm of a bass guitarist or drummer, you can start to make the instruments sound bigger.
the Process
Your attack and release settings work together and should be used together. They are audibly linked; once you start to change one, the other is affected because you are changing the way the instrument is working with the rest of the music. You should always start at the beginning of the waveform and work your way back. Set the threshold and ratio so that your compressor is in a constant state of compression, adjust the attack time, and then the release time. Once you are happy with how the compressor is holding your signal, adjust your ratio until you are happy with the amount of compression; then adjust your threshold until you are happy with when your compression is applied.
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DESTRUCTIVE Destructive dynamic processing is used for creative effects rather than for controlling dynamic range. Using gates and comps in this way changes the normal behavior of note envelopes, but this isnt necessarily a bad thing. Destructive dynamic processing is song specific, so you will have to adjust them between songs.
We are talking about things like overcompression. As long as it is applied in the right place, and wont make the signal sound dull and fall into the back ground, it can squash the signal so much that it sounds like its distorting. Using this on vocals or drums can be quite cool. Another example of destructive dynamics is using a slow attack time on a noise gate for a kick drum, trying to recreate a heartbeat type sound. A favorite of mine is using a slow attack time and slow release time on a compressor inserted over a kick drum. This gives you a kind of pumping sensation, and can really hype up the beat of the track. There are three really important rules when applying this idea of compression to your mix. First, remember that transient information is important in deciphering what the sound is, so think about what you are trying to achieve at the end of all of this. Second, adjust in the direction of the waveform envelope: Attack first and then release. Third, there is a very fine line between greatness and insignificance. Happy comping!
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La Roux uses a lot of chorus on the vocal within the album, but this doesnt always let the vocal stand out in certain songs when they are played live; sometimes chorus thins it out a little. Instead of a chorus effect, Ill use a pitch shift, which, when tuned close to the original note, gives a chorus-type effect, but allows you to thicken up the vocal.
Before we begin, Im going to lay down some ground rules for using effects: Always remember this: Repeats (echoes) should never be right on the beat. By doing that, you are just regimenting the music to a rigid beat. Instead, use your ears and do what feels right for the music. As with the release on a compressor, the echoes do not have to fade away before the next hit comes along. This is especially important when working with music that runs to a click track. If youre working with a band that doesnt have a click track, youll find that the natural flow is nowhere near as regimented as with the click track. If youre using an effect as an effect and not just as something to enhance a specific sound, use it sparingly. There is nothing more monotonous than listening to the same delay effect for a whole show. Be varied, and dont show all your cards within the first two songs. The effects applied to the album will be a lot subtler than the ones youll end up applying at a show, because you havent got a studio control room to work in. So the little subtle effects that might make the album sound nice and natural just wont work, as the room will start to cover up anything that isnt blatant. Dont be afraid to use EQ on your effects. You may need to lose some low mid to enhance clarity, or maybe even add a little top to get that sparkle. Using highpass and low-pass filters to create the desired bandwidth is always a good idea, and then you can utilize the frequencies in the reverb and the source sound.
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DIFFUSION You dont just want to add reverb willy-nilly; otherwise youll just end up in a washy mess. Controlling the way the reverb sits in the room is actually quite easy, and this is to use the diffusion control. Not all reverb units have this level of control, but if you have a half decent one they should. The diffusion controls the space between the simulated reflections inside the reverb unit, so depending on the type of room we are working in, we can make the reverb we want work with that type of room. If there is a lot of space in the room you are in, then you need to have more defined reflections, and if you have a small room, then you want to have less defined reflections. The larger the room, the more natural reverb there is in there, and by using more defined reflections, then you are letting the natural room reverb sit within your simulated one.
reverbs
With these ground rules laid down, lets look at some reverb techniques that will help your mix become more natural and solid with very little effort.
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Dry vocals
Dont be afraid to have a completely dry vocal; sometimes this works just as well as putting a stunning reverb on it. Alternatively, you can start with a dry vocal and just add hints of verb here and there, to emphasize points in the music.
kit verbs
Drums always lend themselves to reverb; reverb adds more depth and thickness to them. In addition, if youre using gates to tighten up the sound of the skins, adding reverb gives you back that extension in the sound of the drum. If you are adding reverb to the drums, then it should sound like its part of the drum sound. If you can actually notice the reverb its too loud, unless you are using it for a specific effect.
gated verbs
A classic 1980s reverb effect for drums was the gated reverb; the sound defines an era. A gated reverb is a reverb with a noise gate on it, so rather than letting the reverb naturally die away, the gate comes in and cuts it off. Most reverb units have a gated reverb setting that can easily be adjusted. If you want to push the envelope, try adding this kind of effect to your guitars and vocals, and try using an actual noise gate rather than the one provided in the unit. This way you can side-chain it to the source sound, so that it only opens the reverb up when the artist is singing or playing, and the natural progression of the reverb isnt interrupted.
Delays
Delays are another good way of adding an extra dynamic to your mix. They can be used as an aid or as an elaborate effect. You can sometimes use a delay in place of a reverb in places. Having a delay under 160 ms means your repeats will be close together, and if your feedback is floating around 0%, you can get a very clear source sound, even in a lively room. This will thicken up your vocal or guitar, but wont cloud the clarity.
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volume
Be wary of sound volume. Over the course of a tour, you might add a lot more decibels to your mix than you realize. Show after show, day after day, your ears become used to the sound level, and to hear that bite in the mix, you need to turn it up slightly. Your ears really know when something is too loud only when you begin to hear distortion. This distortion needs to be just a small amount, but because it grates on the ear, the sound becomes harder to listen to (maybe without you realizing). The problem is that, these days, with our efficient PA and electronic systems, the re-creation of high sound-pressure levels without distortion is
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Mix Power
To get the feeling of any sort of power, you need to be running at least 95 dB SPL. This is the point where the feet start to tap and the bodies start to shake. When youre trying to create vibe and power for the mix, but you have a limit of 95 dB SPL, you need to go about structuring the mix in a different way. This may be another argument for using a point source system over a line array with the point source system, you get more volume down at the front, where you want the majority of the vibe.
ask!
If something doesnt feel right or sound right, dont be afraid to ask someone elses opinion. If you are having a problem with a frequency, and you just cant seem to find it, the in-house engineers are often able to help you. They will know if there is some kind of frequency trap in the room, or if the speaker cabinets resonate at that frequency, or something else to the same effect. They know the room, you know the band, and youre both there to help the audience have a great show. And one final note: Remember who and what you are mixing.
Chapter 16
the Show
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SetliSt
The set should always be put together so that the songs flow and there isnt a lull in the set. Quite a common mistake is to put in a fast song, then a slow song, then a fast song, then a slow song. The idea behind this pattern is to avoid lumping a load of slow songs together. In practice all this actually does is make the faster upbeat songs come across with less impact, and the whole set never gets going. As a FOH engineer you arent there to put the set together; that is really up to the band. But you should be aware of how the set works when it is played. If you think there is too much of a lull, or the energy of the set gets wasted too early, or doesnt pick up fast enough, then consulting the band about any of this wouldnt be a bad idea. Usually the first few shows of the tour will have various set changes until one can be decided on. The great point about having a solid setlist that is the same every night is that everyone knows where theyre at. I know this might sound a little silly, but when you learn a set, the power works so much better. This also has a bonus for your engineering because you learn how the whole set is mixed. Each song in the set will vary, different effects will be used, and the mix will be different. Night after night, youll learn where the changes work and the best way to mix the song into one another. The variations between different songs become pretty automatic, leaving you in control of making the sound happen.
Change Over
The change over is the bit in between the acts where there is lots of running around on stage and gear gets moved off and then back onto stage as the crew is setting up for the next band of the evening. So before you grab your setlist and head off to front of house there are a handful for things you need to do. First, if you have any wireless equipment, make sure they have a fresh set of batteries. This will ensure that they all stay at their optimum working point. Once you have turned them on, leave them on.
Live Audio. 2011 Dave Swallow. Published by Elsevier Inc. All rights reserved.
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the antiCipatiOn
Now you are in the venue with the audience, which hopefully is really excited about the imminent arrival of their favorite band. A problem you will encounter with the audience at any show is that a lot of them have seen the support bands. One of the ears natural defenses is to start shutting down the extreme high frequencies, and as more and more exposure to loud noises occurs, eventually the ears become insensitive. If you have just arrived at the console after being out for a lovely meal with your band and crew, your ears will probably be a lot more sensitive than the audiences. So dont be offended if one of them tells you to turn up in the first song or so. And because of the same situation, you only have about the first three songs to get the sound right before your own ears start shutting down. You need to be focusing on the first moments of the set. For me, the most exciting part about doing a live show is the entrance of the band. All the hard work you put in that day getting everything set up, working, and getting the sound to meld together and sound like a solid unit has built up to this moment. This is
221
Set ChangeS
The ability to read the audience is another thing that takes time to establish. Its not that arms in the air, cheering, and jumping about dont give away the fact that they are enjoying the set, but its the ability to read how they will respond to whats coming up. A lot of artists will have one set and stick to it; some acts will develop a set over a few shows; and then you get the ones that
222
the heat iS On
About 15 to 20 minutes into your show, you might notice your whole mix starts to change. You might have to add some top end here and there, or maybe pull out some low mid to release that little bit more clarity. Youre maybe standing on a platform that is raised above the audience; then when you jump off that platform, you may find all the brightness has gone. At the beginning of the book I brush over the idea of how the speed of sound changes with air pressure, humidity, and temperature. Well, this is where well cover it in a little more detail. We now have our show set up, and you are running. The band is giving a great performance, and the crowd that has gathered is loving it, arms in the air, screaming away, jumping up and down. Youre having a great gig. A classic FOH engineers saying is that you need to wait for the band to settle into the show, for the whole mix to calm down. Think about this: You may have noticed that when the audience walked into the venue, they probably didnt walk in all out of breath and sweaty, but when they leave they are. The energy that was created and consequently released by so many bodies into the room causes the temperature and the humidity to rise. The environment that you are mixing in is changing. Depending on the kind of environment and how that environment captures heat and moisture, the mix will be changed in many different ways. You could be in a festival tent, a tiny little sweaty club with no air conditioning, or a massive arenasuch environments are completely different, and therefore the factors that are changing your mix are different. No one rule will fix this, but understanding how the mix could change and reacting to it one step at a time will help you keep it under control.
223
224
how the heat and humidity are trapped. If you are in an open sided tent with a breeze flowing through this will blow away that layer, or if the aircon is turned up full. So what does this all mean for all the hard work you put in at soundcheck and getting those mic positions right? Well, its a live show, so there is going to be compromise somewhere along the line. Ultimately we can take control of some elements, but others we have absolutely no control over whatsoever. We cant control our environment; youll be left with too many questions and with no way to solve them, and believe me I thought about different ways to control the enviromental factors. You can take a temperature and humidity gauge around and record the averages at each show and then try to re-create that during a soundcheck, but then you get left with all the acoustic questions. Its impossible to re-create that environment without the power of the performance and the reaction of the audience. Every time you mix a show you will encounter your very own unique soundscape, but one thing you cant take away from this is that when its cold, the sound is bright and edgy, but when its hot and muggy the sound becomes softer and more intimate. So now you can understand the age-old engineer
225
liStening
When Im mixing a show, I rarely listen to the songs Im mixing; Ive heard them before, and I know what is coming up, so nothing is really new. Im listening so intently to the sound, listening to the individual instruments and their placement, and how their tone complements each other. The other thing that is most important to listen to is how the flow works between each song. This is really important when you are working out how your impact levels are operating. Recall how in Chapter 6 you had put the bands set in order and listened to the energy level of each song. You were listening for the peaks and drops in the set to find where the dynamics of the show were peaking and dropping. Listening to the flow between each of the songs will help you judge your overall level and how the audience is responding to it. Always listen, but more importantly, understand what you are listening to.
the enD
And there you have it: The last song of the set has been played, you are playing the outro music. There is a massive flurry of local crew on the stage desperately throwing all your gear into the wrong cases in the vain attempt to get all the equipment in the back of the van before the bar next door closes. The merch guy is frantically selling overpriced T-shirts as if there is some kind of worldwide T-shirt shortage, and security is trying to round up the last stragglers standing at the front of the stage who are pleading with the production manager to give them a drum stick. And there you are, fresh from mixing a whole show. Now its time to pack it all up and put it in the back of the van, ready to do it all again tomorrow . .
Outro
227
This industry is still relatively young (even most of my family doesnt really understand what I doother than follow bands all over the globe on their quest to make money). We are now coming into a far more professional age, where the abuses of old aren't tolerated. If youve made it into the industry, try not to mess it up because you don't know how many chances youll get. Its a lot of hard work, but look on the bright side: You're getting to see the world at someone elses expense. Your personality is your most key attribute in any touring environment. Just be yourself; otherwise youll find it hard to get alongtake your own space when you need it. Be aware that you are living out of each others pockets and that touring on a bus for a month isnt going to be easy. Youre all in it together, and there really isnt any room for egos. Its becoming clearer and clearer to me, as more and more I travel around doing these shows, that more and more in-house crew have been telling us how easy it is to work with us and get great results without having to throw our toys out of the pram. Its not that we try to make things easy; its just that we know what we have to do and how to do it. Always embrace the problems you encounter, and understand that, chances are, the people youre dealing with havent exactly caused the problems themselves. Dont make life harder for the engineers who work in the venuesit doesnt do anyone any favors. The next set of guys who walk in through the door will just hear about how much of an ass youve beenthey will never hear how great your sound was. Surely you want stories of how great your sound was to become legend, and you want these stories to be told from engineer to engineer. As weve said again and again, everything in the live audio world is a compromisethe question is what to compromise. Even if you have the best PA and mics in the world, there will always be room to adapt. The mic position wont always be exactly where you want it; it's all about the here and now. When you get into trouble, have an order to work in. This is even more important when youre under pressure. Take a step back, and the solution will usually present itself. Your best option in any part of live sound is to learn how to troubleshoot. No matter whether youre the best engineer in the world, or whether youre just starting out, the ability to troubleshoot is always needed (and so is someone who understands how to do a patch). In this industry, experience counts more than qualificationsbut knowledge and field experience is the best combination. Be open-minded to new ideas
228
Outro
and to new ways of thinking, but dont forget the old. Once youve finished your education, dont think youll be able to walk out of your college doors and straight onto the tour bus with Radiohead; real work in the field is the only way to work your way through the ranks. Find somewhere to go and push boxes for a few monthsthen, once youve gained the trust of the people youre working for, youll be able to get behind the desk. Don't be afraid to ask the people around you for help because they were also in your position once but remember that they aren't there to mix the show for you. Get your hands dirty and don't be afraid of making mistakesbut make sure you learn from them. Anyone can stand behind a console and push a fader up and down. This is how most people start out, and if you enjoy it, you want to do better and to make it count. Be ready to work hard. Learn every technical aspect you can. Having a grasp of all aspects of sound will make you a far better engineer. Don't just try and go into a place expecting just to mix; you won't get anywhere that way. You'll have such a narrow focus that it'll take you longer to get to where you want to go. You need to have the technical know-how. If you love it, you'll do anything to do it. You need passion and hungerbecause if you dont have both, its not worth it. The show has to happen, the doors must openand it doesnt matter if you haven't had a break all day. What does matter are the 2,000 people lining up in the rain outside the venue. They are the ones you are there for, they are the ones who are ultimately paying your wages, so you better do a damn good job and make sure they have a damn good time. The good thing is that the people you work with closely can become your true friends. This is true even if youre only on a week-long tourbut on longer ones, its even truer. The people you work with become as close to you as your family, and youll do anything to help them out. I came back to the warehouse once, after putting a PA in for a show, it must have been 1:30 a.m. As we pulled around the corner in the 7.5-ton truck Glyn was driving, we noticed something was missing from the front of the building. Glyns car wasnt there. It had been stolen. We phoned the police and reported the missing vehicle. They informed us that it had been stolen and burnt out! Whoops. I had to drive him up to the police station, then waited for him, and drove him home. You need to have self-confidence and to understand what youre listening to in order to make a show great. When you start out, mix everything and everyone. Try and get behind the desk as much as you can. Mix as many bands as you can and produce as big a variety of music as possible; you'll learn more about music and what sounds typically make up that sound. If you eventually end up in a niche, you'll have the background and understanding to explore your creativity within that niche by possibly bringing in elements from elsewhere.
Outro
Remember what youre mixing: Sometimes it needs to sound natural, whereas other times it needs that little something extra. Above all else, never do just what the computer saysmake it feel right. To conclude the book, Im going to leave you with three golden audio engineering tips. Hold them close, and always remember them when you get behind the mixing console:
n n n
229
You can't polish a turd, but you can roll it in glitter. Youre only as good as your last show. Above all else . . . trust your ears! Dave Swallow By the pool, West Hollywood, CA, July 16, 2010
Acknowledgments
Tony Andrewsa true inspiration, and Anne John Newsham, Toby Hunt, and everyone else at Funktion One Glyn Morgan and all the chaps and Chinnerys and Maple Mark Saunders and Phil Cummings from Sennheiser Jason Kelly, Rob Hughes, Richard Ferriday, Simon Moss, and all the guys at Midas and Klark Technic Ian Laughton, you are definitely one in a million Joe Wolfe from the University of New South Wales Peter Lennox from the University of Derby
thAnks
To all La Roux and La Croux; Elly Jackson, Mike Norris, Mickey OBrien, William Bowerman, Jessica Jackson, Mark Dempsey, Paul Stoney, Risteard Cassidy. For putting up with my constant need to talk about this book, and bouncing ideas off you, and all your support. You must have been going mad. Dan BuckleyMiss ya, buddy Mary AlafetichThanks for all your hard work Tony Beard and all the lovely girls and boys at Big Life Management Adam Preston, Will Thomas, and Stefan Hensing for all your wonderful work with the images Stefan Imhof and the hard-working boys at Audio Plus All the other engineers, tourers I have spent time. My supportive family; Debby, Ken, Dawn, Georgie, Sandra, Russ, Densil, and Craig And the two most important people in my life, Miranda and Finn. Thanks for all your love.
Figure credits
Adam Preston: Figure 4.1 Courtesy of Audio Plus: Figure 10.6 Courtesy of Midas: Figure 10.7 Courtesy of Funktion One: Figures 9.3, 9.4 Dave Swallow Figures 2.2, 2.3, 2.4, 2.5, 2.6, 2.7, 2.8, 2.9, 4.2, 4.3, 5.1, 6.1, 6.2, 6.3, 6.4, 9.1, 9.5, 9.6, 9.7, 9.8, 10.1, 10.2, 10.3, 10.4, 10.5, 12.2, 13.1, 14.3, 14.4
232
Index
233
Acoustic guitars, micing, 175176 Acoustics, 133 concave shapes, 142143 low end, 135137 materials reflections and absorption, 137, 138 soundwave bending, 137 surface, nature of, 137 transmission, 137 soundwaves, disrupting, 135 space, understanding, 133134 stage, 139142 venue, 138139 wavelength and standing wave, 134135 Acoustic trauma, 11 AC power, solving problems related to, 3839 Active and passive crossovers, 84 Adapters, 60 After-fade listen (AFL), 110 Air impedance, 73 AKG, 169 AKG 414, 173 Alternating current (AC), 2829 Ambient sound pressure, 192 Amperes, 2829 Amplifiers, 85 going thermal, 85 listening to unpleasant audio, 86 Amplitude, 18 Amps. See Amperes Amy Winehouse channel list, 44f PA specifications, 4651 stage plan, 45f Analog consoles, 100 vs. digital consoles, 100104 Analog to digital converters (A/D or ADC), 99 Anticipation, 220221 Asymmetric harmonics, 17 Athletes, 2728
Attack time, 118 Attack zone, 166 Audio engineer, 3 front of house (FOH) engineers, 34 home life, 6 important things for, 56 monitor engineer, 45 system technicians, 5 Audio engineering, 7 amplitude, 18 cycle, 18 decibel (dB), 24 dBFS, 26 dB SPL, 25 dB V, 25 definition of, 26 ear, 7 and EQ, 9 frequency ranges, 8 hearing localization, 10 loudness, perceiving, 9 reflections, 10 work pattern, 89 envelope, 23 attack, 24 decay, 24 hold, 24 release, 24 sustain, 24 feedback, 23 frequency, 18 harmonics, 17 overtones, 17 hearing loss conductive hearing loss, 11 prevention, 1112 sensorineural hearing loss, 11 Hertz, 18 loudness, 18 phase, 2021 pitch, 22 polarity, 2021 professional gear vs. consumer gear, 26
sound, 12 speed of, 1213 timbre, 2223 transient, 2223 waveforms, 13 power, 16 sawtooth waveforms, 14 sine waves, 13 square waveforms, 15 triangle waveform, 15, 16 wavelength, 18 Audio Technica, 169, 181 AE3000, 170 AT3035, 172, 174f AT4050, 158 Pro25, 178 Audix, 169 Auto button, 119 Automatic double tracking, 215 Aux section, 108 Avalon 737, 115
Balanced lines, 130131 Balconies, 92 Band-pass filter, 107 The Barrowlands, 67 Bass drivers, 74 Bass drums. See Kick drum Bass guitar, 120, 136, 179, 202, 203 Bassy sound, 201 Beatles, 69 Bell filters, 106 Beyer Dynamic, 60 Bit depth, 26, 95, 96f, 97f Bit rate, 98, 98f Blurred sound, 201 Blurry sound, 201 Boomy sound, 201 Boundary effect, 92 Brass sections, micing, 178179 Budget, 41 Buildup, 197 Bussing, 109
234
Index C
ratio, 117118 release, 119 RMS detection, 119 side chain, 120 stereo, 119 threshold, 117 transparency, 120 Coverage possible for speaker enclosure, 79 Creative dynamics, 208 attack time, 210 constructive and destructive dynamics, 210211 process, 210 ratio, 209 release time, 210 threshold, 209210 Crossover points, 83 active and passive crossovers, 84 C-type weighting, 191 Cue button, 110 Current, 2829 Cycle, 18 Cymbals, 171 digital signal processing (DSP), 99 latency, 99 sample rate, 9598 Digital to analog converters (D/A or DAC), 99 Digital vs. analog consoles, 100104 Direct current (DC), 2829 Direct injection (DI), 179180 Direct outputs, 105 Direct radiating drivers, 73 Dispersion angles, 74 Doppler effect, 7 Drivers, 74 Drummer, 141 Drums, micing, 167 cymbals, 171173 hi hats, 171173 kick drums, 168169 overheads, 171173 percussion, 173 snare drums, 169170 steel drums, 173 toms, 170 Dry vocals, 214 Dynamic equalizers, 116117 Dynamic microphones, 159 Dynamic processing constructive, 211 destructive, 211 Dynamic processors, 114116 Dynamics, 114
Cable load, 32 Cardioid polar response, 162 CD and microphone, 61 Center clusters, 79 Cerumen, 11 Change over, 219220 Channel lists, 4243, 43f, 44f Channel strip, 104 aux section, 108 bussing, 109 EQ section, 105108 fader, 110111 inserts, 108 monitoring, 110 mute, 109 pan pot, 109 preamp section, 104105 routing, 109 send and return, 108 solo-in-place button, 110 Chorus effect, 126 Circle of emotion, 196 Circuit, 27 parallel circuits, 33 series circuit, 32 Closed-back headphones, 60 Close micing, 164 Cloudy sound, 201 Comb filtering, 76 Communications between FOH and monitor world, 183184 Compression drivers, 74 Compressors, 115, 208 attack knob, 210 ratio knob, 209 release knob, 210 threshold knob, 209210 Computer-based effects, 126127 Com system, 183 Concave shapes, 142143 Condenser microphones, 159160 phantom power, 160 Conductive hearing loss, 11 Conductor, 28 Consumer gear vs. professional gear, 26 Controls, 117 attack, 118 auto, 119 gain reduction, 119 knee, 119 output gain, 120 peak mode, 119
Decay time. See Reverb time Decibel (dB), 24 dBFS, 26 dB meters, 190 dB SPL, 25 dB V, 25 definition, 26 De-essers, 116117 Delay, 124, 214 feedback, 125 filters, 125 number of repeats, 125 slapback delay, 125 time, 124125 Delay stacks, 79 Diffraction, 137 Digidesign, 95 Digital connections, 99 Digital consoles, 100 Digital control amplifiers (DCAs), 112 Digital delay time (DDL), 124 Digital process, 99100 Digital signal processing (DSP), 99 Digital terminology, 95 bit depth, 95 bit rate, 98 digital connections, 99
Ear, 7, 145 and EQ, 9 frequency ranges, 8 hearing localization, 10 loudness, perceiving, 9 reflections, 10 work pattern, 89 Ear health, 12 Earphone molds, 88 Earplugs, 1112 Earthing. See Grounding Earthworks, 181 Earwax. See Cerumen Echolocation, 7 Effects, 120 computer-based, 126127 flanger, 126 low-frequency oscillator (LFO), 125 modulation effects, 125126 playing with, 127
Index
reverbs, 121 controls, 121 decay, 121 delay unit, 124 density, 122 diffusion, 122 early reflections, 121 filters, 123 gated, 124 hall, 123 plate, 123124 pre-delay, 122 room, 123 room size, 122 time, 122 types, 123 vocal, 123 ElectroMotive Force (EMF), 29 Electronics, 27 alternating current (AC), 2829 amperes, 2829 athletes, 2728 circuit, 27 conductor, 28 current, 2829 direct current (DC), 2829 ohms, 29 impedance, 31 load, 3133 Ohms law, 3031 power capacity, 3334 resistance, 31 volts, 29 watts, 29 Empirical Lab EL8x Distressors, 120 Energy transfer, in mixing, 205206 Envelope, 23 attack, 24 decay, 24 hold, 24 release, 24 sustain, 24 Environment, and mixing, 222 Equalization (EQ), 105108, 146 151, 198, 202203 and ears, 9 and frequencies, 200203 graphic equalizers (GEQs), 150151 meaning, 146 processes, 148150 for rehearsals, 54 room response, 147148 in space creation, 207 vs. volume, 88 working pattern, 146147 EV, 169, 181 EV 468, 170 Even harmonics, 17 EV RE20, 178 Expanders, 117 Extended Church 4.5, 123 Gated verbs, 214 Gates, 117 Generic earphones, 88 Generics, 4 Gigahertz (GHz), 18 Glue ear, 11 Grainy sound, 201 Graphic equalizers (GEQs), 113114, 150151 Grounding, 35 buzzing, 36 ground loops, 36 humming, 36
235
Fader, 110111 Feedback, 23, 125, 155156 Festival patch, 181 Festivals, soundchecks for, 193 Fills, 87 Filters, 106107, 125 First song, 221 Flanger, 126 Flappy sound, 201 Follow-up communication, 51 48 v button, 105 Frequency, 18, 35 Frequency ranges, 8 in EQ, 107108 Front of house (FOH) amplification, 47 console, 47 effects, 48 loudspeakers, 47 processing, 4748 speaker management system, 47 Front of house (FOH) case, 60 adapters, 60 CD, 61 headphones, 6061 microphone, 61 notebook, 61 pencil case, 60 sex changers, 60 toolkit, 61 Y-splits, 60 Front of house (FOH) engineers, 34 Full production tour, 65 Full and empty rooms, soundcheck in, 186187 Fundamental frequency, 17 Funktion One series, 89 Fuse box, 37f
Handling noise, 161 Hard and soft focus, 7879 Harmonics, 17 overtones, 17 Headphones, 6061 Headroom, 185 Hearing localization, 10 Hearing loss conductive hearing loss, 11 prevention, 1112 sensorineural hearing loss, 11 Hertz (Hz), 18 HiFi headphones, 60 High-frequency (HF) drivers, 74 High-pass filter, 106 High voltage, 3637 Hi hats, 171173, 172f Hollow sound, 201 Home life, of live audio engineer, 6 Honky sound, 201 Horn-loaded drivers, 73 House curve, 148 Humidity and air, 223 Humidity layer, 93, 223, 224f
IEM (in-ear monitors), 8788 Impedance, 31 In ear monitors (IEMs), 4 In-ear monitor systems, 58 In-house engineer, 5 Inserts, 108, 115 Invisible compression, 109
236
Index K
Marley flooring, 140 Master section, 111 digital control amplifiers (DCAs), 112 matrix section, 112 mono, 111 scenes, 112113 shout, 113 stereo, 111 subgroups, 111112 talk-to-stage, 113 voltage control amplifiers (VCAs), 112 Materials, 137 reflections and absorption, 137, 138 soundwave bending, 137 surface, nature of, 137 transmission, 137 Matrix section, 112 Megahertz (MHz), 18 micing acoustic guitars, 175176 brass sections, 178179 drums. See Drums, micing pianos, 177178 speakers, 173175 vocals, 176177 Mic-level signals, 131 Microphone, 4849, 148149 and CD, 61 condenser microphones, 158161 and direct injection (DI), 179180 dynamic microphones, 159 micing acoustic guitars, 175176 brass sections, 178179 drums. See Drums, micing pianos, 177178 speakers, 173175 vocals, 176177 placement, 164 attack zone, 166 microphone axis, 165166 players, 167 sonic character of, 161 critical distance, 161 proximity effect, 161 stands, 49 Midas H3000, 112 Midas Pro6, 100, 100f Midas XL4, 67, 100 Middy sound, 201 Mix, 195 building blocks, 198 artist's wish, understanding, 200 frequencies and EQ, 200203 fundamental points, 198 phase relationships, 203204 prerecorded material, 204 creative dynamics, 208 attack time, 210 constructive and destructive dynamics, 210211 process, 210 ratio, 209 release time, 210 threshold, 209210 crowd, reading, 216 effects, effective use of, 212 delays, 214215 dry vocals, 214 gated verbs, 214 kit verbs, 214 natural room verb, 213 reverbs, 213 thickening verbs, 214 fusing, 204 adding/losing, 208 creativity, 204205 energy transfer, 205206 focal point, 205 space creation, 206208 instinctive behavior, 195 circle of emotion, 196 nature, 195 percussive creatures, 195 musical dynamic, 196 buildup, tension, transfer, 197 consistency and continuity, 197198 controlling, 196197 power, 217 tightening, 215216 volume, 216217 Mix buss, 109 Mixing consoles, 91, 94 analog and digital, 94, 100104 layout, 9495 channel strip, 104111 master section, 111113 outboard, 113117 Mix position, 91 acceptable, 93 avoidable, 9293 ideal, 93 Modulation effects, 125 chorus, 126 pitch shift, 126 Monitor engineer, 45 Monitoring, 110 Monitor levels, 187188
Kick drum, 168169, 206 Kilohertz (kHz), 18 Kit verbs, 214 Knee, 119
Labels, 56 La Roux, 116, 159, 160f channel list, 43f stage infrastructure diagram, 59f stage plan, 45f La Roux loom, 4243 Latency, 99 LEQ, 192 Limiters, 116 Line arrays advantages of, 78 vs. point source, 7778 Line array system, 76, 77 Line check, 184186 Line-level signals, 131 Line systems, 48, 129 balanced lines, 130131 mic and line level, 131 multicores, 132 splitter box, 132 stage boxes and satellite boxes, 131 unbalanced lines, 129130 Linkwitz-Riley curve, 84f Listening to unpleasant audio, 86 Listening wedge, 5 Live audio engineer. See Audio engineer Load, 3133 Load-in process, 65 definition, 65 ground rules about, 66 local crew, 6667 Local crew, 6667 Looms, 56 Loudness, 18 perceiving, 9 Loudspeakers, 74 dispersion, 74 Low-end frequencies, 135137 Low-frequency (LF) drivers, 74 Low-frequency oscillator (LFO), 125126 Low-pass filter, 106
Index
Monitor system, 48, 86 amplification, 48 console, 48 effects, 48 EQ vs. volume, 88 fills, 87 IEM (in-ear monitors), 8788 processing, 48 speaker management, 48 time alignment, 87 wedges, 86 Mono, 111 Moving coil microphone, 70, 7172, 159 Muddy sound, 201 Muffled sound, 201 Multiband compressors, 116117 Multicores, 129, 132 analog, 132 digital, 132 returns multicore, 132 Musical dynamic, 196 buildup, tension, transfer, 197 consistency and continuity, 197198 controlling, 196197 Music and artist, 5354 Mute button, 109 Muting, 221 My Mac, 127 Open-back headphones, 60 Outboard, 113 de-essers, 116117 dynamic processors, 114116 graphic equalizers, 113114 Output gain, 120 Overhead mics, 173 AC power problems solution, 3839 frequency, 35 grounding, 35 buzzing, 36 ground loops, 36 humming, 36 high voltage, 3637 transformers, 38 world power systems, 38 Power capacity, 3334 Powercon, 58 Power specifications, 5051 Preamp section, 104 48 v button, 105 direct outputs, 105 phase switch, 105 Pre-fade listen (PFL), 110 Prerecorded material, 204 Presbyacusis, 11 Pressure zone, 92 Pressure zone readings, 192 Printed circuit board (PCB), 28 Production managers, 4142 Professional gear vs. consumer gear, 26 Proximity effect, 161 Public address (PA) systems, 69 definition, 69 monitor systems, 86 wedges, 86 fills, 87 time alignment, 87 IEM (in-ear monitors), 8788 EQ vs. volume, 88 principles of, 7071 speaker, dissecting, 71 air impedance, 73 size, 74 loudspeaker dispersion, 74 speaker enclosure design, 7477 point source vs. line arrays hard and soft focus, 7879 coverage, 79 center clusters, 79 delays, 79 subs, 80 speaker management, 80 phase and time continuum, 8083 crossover points, 8384 amplifiers, 8586 specifications, 4651 technology, 6971 tuning up. See PA system, tuning up Punch, 206
237
Nasally sound, 201 Natural room verb, 213 Noise police, 189 ambient sound pressure, 192 dB meters, 190 fast and slow response, 191192 limits, finding out, 192 peak and LEQ, 192 pressure zone readings, 192 weighting, 191 Notch and band-stop filter, 107 Notebook, 61 Nylon string guitars, 175
Odd harmonics, 17 Ohms, 29 impedance, 31 load, 3133 Ohms law, 3031 power capacity, 3334 resistance, 31
Panning, 109, 207 Parallel circuits, 33 Parallel compression. See Invisible compression Parametric EQ, 105106 Passive crossovers, 84 PA system, tuning up, 145 ears, using, 145146 EQ usage, 146 graphic equalizers (GEQs), 150151 meaning, 146 processes, 148150 room response, 147148 working pattern, 146147 pinking, 145 system equalization, 152 audioscape creating, 154 feedback, 155156 fills and delays, 154155 Patch, 181 Peak filters. See Bell filters Peak mode, 119 Peak reading, 192 Pencil case, 60 Percussion, 173 Percussive creatures, 195 Phantom power, 160 Phase, 2021 Phase and time continuum, 8083 Phase relationships, 203204 Phase switch, 105 Pianos, micing, 177178 Pink noise, 145 Pitch, 22 Players, 167 Points, 50 Point source advantages of, 78 vs. line arrays, 7778 Point source arrays, 75 Polarity, 2021 Polarity switch. See Phase switch Polar response, 161164 Power, 51 Power and electricity, 35
238
Index R
Rough surface, 137 Routing, 109 Smooth sound, 201 Smooth surface, 137 Snakes. See Multicores Snare drums, 169170, 206 Solo-in-place button, 110 Sound, 12 speed of, 1213 Soundcheck, 183 communications, 183184 festivals, 193 finishing, 192193, 194 full vs. empty rooms, 186187 line check, 184186 mix, building, 189 monitors, 187188 noise police, 189 ambient sound pressure, 192 dB meters, 190 fast and slow response, 191192 limits, finding out, 192 peak and LEQ, 192 pressure zone readings, 192 weighting, 191 stage and FOH, interaction between, 188189 structuring and, 186 tap round, 184 Soundcraft, 94 Sound engineer. See Audio engineer Sound reinforcement system, 69 Sounds and programming, 5455 footprint, 55 Soundwaves bending of, 137 disrupting, 135 Space, understanding, 133134 Speaker, dissecting, 71 air impedance, 73 center clusters, 79 coverage, 79 delays, 79 hard and soft focus, 7879 loudspeaker dispersion, 74 point source vs. line arrays, 7778 size, 74 speaker enclosure design, 74 line array systems, 76 point and shoot, 7476 subs, 80 Speaker management, 80 amplifiers, 85 going thermal, 85 listening to unpleasant audio, 86
Radio mic receiver, 58 Ratio knob, 118 Real-time analyzer (RTA), 148 Reference voltage, 36 Reflections, 10 Rehearsals, 53 cases, 5556 equipment, preparing gear, 54 FOH case, 60 adapters, 60 CD and microphone, 61 headphones, 6061 notebook, 61 pencil case, 60 sex changers, 60 toolkit, 61 Y-splits, 60 labels, 56 looms, 56 music and artist, 5354 problems, adapting to, 62 schedule, 54 sounds and programming, 5455 footprint, 55 stage infrastructure creation, 5660 Release knob, 119 Resistance, 31 Reverb, 121, 133, 213 controls, 121 decay, 121 delay unit, 124125 density, 122 diffusion, 122 early reflections, 121 filters, 123 gated, 124 hall, 123 plate, 123124 pre-delay, 122 room, 123 room size, 122 time, 122 types, 123 vocal, 123 Reverb time, 122 Ride cymbals, 173 Ringing out, 149 Ripple effect, 151f RMS detection, 119 Rolling Stones, 65 Room mode. See Standing wave Room verb, 213
Sample rate, 9598 Satellite boxes, 131 Sawtooth waveforms, 14 Scenes, 112113 Schedule, for rehearsals, 54 Send and return, 108 Sennheiser, 169, 181 Sennheiser 421, 170, 178 Sennheiser 509/409, 158 Sennheiser E945, 159 Sensorineural hearing loss, 11 Series circuit, 32 Set changes, 221222 Setlist, 219 Sex changers, 60 Shelf filter, 107 Shield, 36 Shout system, 113, 183 Show, 219 anticipation, 220221 change over, 219220 end, 225 environments, 222224 first song, 221 listening, 225 set changes, 221222 setlist, 219 Show, advancing, 41 budget, 41 channel lists, 4243, 43f, 44f flexibility, 51 follow-up communication, 51 PA specifications, 4651 power specifications, 5051 stage plans, 4446, 45f tour and production managers, 4142 venue specifications, 4950 Shunting, 39 Shure, 168169 Shure Beta57, 170 Shure SM58, 158 Shure SM58s/SM57s, 181 Sibilance, 116 Side chain, 120 Signal strengths, 131 Sine waves, 13, 99 Slapback delay, 125 SM57, 158
Index
crossover points, 83 active and passive crossovers, 84 phase and time continuum, 8083 Speakers micing, 173175 size of, 74 Speed of sound, 1213 Splitter box, 132 SPL meter, sound level on, 190, 191 Square waveforms, 15 Stage acoustics, 139142 Stage and FOH, interaction between, 188189 Stage boxes, 131 Stage infrastructure creation, for rehearsals, 5660 Stage plans, 4446, 45f Stage setup, 157 condenser microphones, 159160 phantom power, 160 direct injection (DI), 179180 dynamic microphones, 159 failures, 180181 handling noise, 161 mic placement, 164 attack zone, 166 microphone axis, 165166 players, 167 microphone, sonic character of, 161 critical distance, 161 proximity effect, 161 micing acoustic guitars, 175176 brass sections, 178179 drums, 167173 pianos, 177178 speakers, 173175 vocals, 176177 patch, 181 polar response, 161164 Standing wave, 135 Steel drums, 173 Steel pans. See Steel drums Steel string guitars, 175 Step-down transformer, 38 Step-up transformer, 38 Stereo, 111, 119 Steve, Seasick, 115 Strings on an acoustic, 175 Sub-bass drivers, 74 Subby sound, 201 Subgroups, 111112 Subharmonic, 17 Sweeping effect, 126 System equalization, 152 audioscape creating, 154 feedback, 155156 fills and delays, 154155 System technicians, 5 UPS (uninterruptible power supply), 58
239
Talk to stage (TTS) mic signal, 113, 183 Tap round, 184 Technical line check, 184 Tension, 197 Textured sound, 201 Thermal, amplifiers going, 85 Thickening verbs, 214 Thin sound, 201 Threshold, 117 Tightening, 215216 Timbre, 22 Time alignment, 87 Tip/ring inserts, 108 Toms, 170 Tone master, 3 Tone technician, 3 Toolkit, 61 Tour manager, 42 Transfer, 197 Transformers, 38 world power systems, 38 Transient, 2223 Transparency, 120 Triangle waveform, 16
Venue acoustics, 138139 Venue specifications, 4950 Virtual point source, 75 Vocal ranges, 203 Vocals, micing, 176177 Vocal Verb, 4, 123 Voltage control amplifiers (VCAs), 112 Volts, 29 Volts AC (VAC), 29 Volts direct current (VDC), 29 Volts roots mean squared (VRMS), 29 Volume, 216217
Watts, 29 Waveforms, 13 power, 16 sawtooth waveforms, 14 sine waves, 13 square, 15 triangle, 15f, 16 Wavelength, 18 and standing wave, 134135 Wedges, 4, 86 Weighting, 191 Woody sound, 201 Woolly sound, 201 World power systems, 38