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Signal
Processing in the Audio System Chain
- PLEASE USE THE
INDEX ON THE RIGHT TO FIND THE PROCESSING TYPE YOU WANT.
Mixers A mixer can be thought of
as the "heart" of a sound system. It is here that the operator
controls levels, adds equalization and effects, and routes the audio
signal to speakers. It is very very important.
A mixer, or console, or mixing desk, or
mixing console, or sound board* generally does the following: it takes a
bunch of inputs, through input channels, screws around with them (i.e.
levels, eq, effects, etc), and sends them to any number of outputs,
referred to, usually, as buses. [*: Darrell's note: "sound
board" is a good term to use when talking to non-sound people, like
lighting designers and carpenters.]
INPUT
CHANNELS
- There are generally two types of
physical input connections-- balanced and unbalanced connections,
with two types of electrical connections-- line-level, and mic-level.
In pro-audio / sound reinforcement, mic-level connections will be
balanced connections using, typically, XLR connectors. Line-level
connections may be either balanced or unbalanced, using either XLRs
or 1/4" input connectors. On some mixers, you may find the
designation "Lo-Z" and "Hi-Z." These terms refer
to impedance. Pro-audio microphones are "Lo-Z"-- low
impedance, which means, essentially, that you can have long lengths
of cable, provided it's balanced, without any detrimental effects.
Cheapo Radio Shack microphones and things you buy for your everyday
classroom tape deck are "Hi-Z"-- high impedance, which
means, essentially, that if your cable is longer than about
twenty-five feet, you're gonna get hum and some other nasty side
effects. Generally, Hi-Z will mean unbalanced, and Lo-Z will mean
balanced. Avoid using unbalanced microphones at all costs;
unbalanced line-level gear will be fine.
PREAMPLIFIERS
ACCORDING TO YAMAHA
- Preamplifiers are used to boost the
weak output levels of microphones to levels those that are about
line-level. The preamplifier is the first active stage, the first
electronic circuit that processes the microphone signal connected to
a mixer. Preamplifiers generally are designed to operate within a
certain gain range. When you operate the trim / gain control on a
mixer's input channel, you generally are adjusting the gain of the
preamplifier. If operated at unity gain (no amplification), many
preamplifiers will become unstable and may exhibit increased
distortion or a tendency to oscillate. Therefore, design engineers
will generally provide attenuator pads before and/or after the
preamplifier. This enables the signal to be knocked down so that the
preamp can always be operated with some gain.
PREAMPLIFERS
SIMPLIFIED
- Each input channel usually has the
following: a gain control, which controls the level of the incoming
audio signal into the channel's preamplifier. If the channel is
accepting a microphone, you will need the preamp. If it is accepting
a tape deck / other sound source, you will still need it but not to
the same extent. For instance: a microphone may put out an audio
signal level of -60 dBu. This is not "strong" at all--
consider again how a microphone works-- the diaphragm moves a little
bit and a small current is produced. The mixer will not be able to
work with this signal without producing a tremendous amount of noise
in the signal path. Besides, to drive amplifiers or effects, the
signal needs to be a certain level-- or at least within a certain
threshold. A pro DAT/CD deck outputting "pro" output
levels will produce a signal level of +4 dBu. That's quite different
from -60 dBu. The preamp will most likely not be needed at all; if
it is used to too great an extent, one will overload the
preamplifier and clipping will result. Clipping happens when the
input signal is too strong for the device it is driving; the device
will "clip" the audio signal above this threshold and
distortion will occur. When using microphones, if the gain control
is not properly set, loud SPL levels into the microphone will also
cause the preamp to clip. When the gain control is not enough, we
use an attenuator pad. An attenuator pad, or just "pad,"
will dampen the audio signal even further than the gain control can,
useful for very loud line-level signals. From the preamp, the audio
signal may be routed into a couple of different places: the
equalizer bus, and a pre-fader auxiliary bus. We will discuss the
aux buses later.
INPUT CHANNELS, CONTINUED
- Equalizers were developed back in
the days of ancient telephone systems, when long-distance
transmission would result in some frequencies being lost. Equalizers
took this signal, and boosted the offending frequencies-- hence the
name. Nowadays, we use equalizers to equalize sound systems to
produce a "flat" response in auditorium spaces that do not
have flat responses. (Flat response implies that no frequencies are
boosted or cut. Any space will have a given frequency response that
may result in boosted or cut frequencies. A space that boosts
certain frequencies will result in those frequencies feeding back
when an open mic is used-- more on this in Section Thirteen). We
also use equalizers (or at least I do) to equalize people's voices
when they are too annoying-- when voices are too screechy, use the
channel EQ to cut the offending frequencies; or to equalize tonal
loss in, say, cassette tapes. Basically, an equalizer is a fancy
tone control.
EQs come in very many formats-- from
outboard equipment with thirty-one bands to a simple tone control on
your car radio. Mixers generally have two-to-four band equalization.
Most mixers have a high-frequency eq, which boosts or cuts around 1
kHz; a low-frequency eq, which boosts or cuts around 100 Hz; and
occasionally, in nice mixers, some sort of midrange control. Many
sound reinforcement mixers have two pseudo-parametric equalizers for
the midrange frequencies. With these equalizers, one can select
approximately what frequency one wants to boost/cut using one knob,
and can select how much boost/cut with another. Generally there is one
for higher-midrange frequencies (250 Hz - 12 kHz), and one for
lower-midrange frequencies (30 Hz - 300 Hz). Learn how to use these.
These are very very handy.
From the equalizer, the audio signal
generally goes to the channel fader. The channel fader controls the
level of the channel as it gets routed to different outputs-- left and
right, for instance. A pan control is also present. The pan pot (short
for "panoramic potentiometer") spreads the signal over
left-right, or alternately, different subgroups, which are discussed
later on. Occasionally adorning the channel fader area will be a
channel mute switch, and the very important PFL switch. The Pre-Fader
Listen switch enables the sound engineer to preview the channel
through a monitor bus (headphones, wedge monitor) before he/she turns
the fader on. This is very important for cueing tapes or wireless
microphones-- always make sure the wireless mics are on, etc. Also, as
an aside, the PFL switch is a great way to listen in on people who are
wearing wireless microphones before the show, or during rehearsal,
when they are offstage. Actors rarely remember that they are wearing
mics and that the sound engineer can ostensibly listen to every word
they are saying. This is called spying ("So what did you do with
him?" "Oh, not much, we sorta sat around." "Did
you kiss him?" etc., etc.). We like this switch. We are not
obsessive. We do not have a one-track mind.
OUTPUT
BUSES
- There are several outputs on any
given mixer. They have a variety of uses, all dictated by the sound
engineer's needs. First and foremost are the program outs-- the main
outs-- left and right. For small installations and reinforcement,
these will be the main outputs from which the signal goes to the
amplifiers.
Some mixers also have separate output
groups-- known as subgroups, groups, or buses. The most popular
configurations are four-bus mixers and eight-bus mixers. Some consoles
used for live concert reinforcement may have more. Switches on each
channel can route the audio signal to any combination of these groups
and to the left-right outputs. Groups can be used in a variety of
ways. For multi-track recording, one can route, say, the vocals to
group 1, which is routed to the first track on the tape; keyboards to
group 2; guitars to group 3; and drums to group 4-- all corresponding
to a track on the tape. This enables one to record a live band onto
different tracks of a multitrack tape for mixdown (mixing of the
individual tracks, editing, adding of effects) at a later date. In
sound reinforcement, we can route wireless lavaliers to group 1,
wireless handhelds to group 2, ambient mics to group 3, band to groups
4 and 5, and effects to groups 6 and 7. In this way we can bring
literally groups of microphones down and control them in a less
unwieldy manner than trying to control fifteen faders with ten
fingers. We can also, in smaller rein-forcement systems, route a
separate set of speakers from each bus. For instance, if we had a
small system comprised of two stereo house speakers and two stereo
subwoofer units, we could route the bass guitar to the two subwoofers
(groups 3 and 4), the keyboards to groups 1, 2, 3, and 4, the vocals
to groups 1 and 2, etc., etc. Ostensibly the left and right outputs
could then be used to record the show live to tape. Groups are a very
versatile function in a mixer.
In addition, there is the auxiliary
send loop. The aux send / return loop is intended to interface
outboard effects processors into the signal chain. A mixer may have
from one to ten different aux sends (or efx sends, echo out, monitor
out, etc., etc.). Each input channel contains individual level
controls for each aux send. Ostensibly, one can create an entirely
different mix using the aux sends. The intent is this: say the sound
engineer wanted to apply some reverb to the lead vocalist's
microphone. If he/she wired the reverb unit through the left and right
outputs, he/she'd reverb the entire mix (yuck). But, if he/she brought
up aux send 1 on the lead vocalist's microphone's input, and patched
the reverb unit out of aux send 1 and then routed the output of the
reverb unit back into another channel / an aux return, then the sound
engineer has applied reverb to the lead vocalist's channel and that
channel only. If he/she wanted to apply reverb to the backup
vocalist's channel as well, all he/she would have to do is bring up
the aux send level on that particular channel. Such was the original
intent of the auxiliary send.
One characteristic of the aux send is
this: is the aux send pre-fader or post-fader? If the aux send is
pre-fader, it means that the signal that goes to the aux send will not
depend on the fader level-- the signal is taken pre fader. Ofttimes
the signal will also not be affected by the channel equalizer. If the
aux send is post-fader, it means that the signal that goes to the aux
send will depend on the fader level. If the channel fader is all the
way down (off), no signal will be present at the aux send. This is a
very important feature. If you want to apply reverb to someone, you
want the aux send to be post-fader, so if his mic is down, the reverb
will be quiet. If you applied the reverb through a pre-fader aux send,
and the channel fader is down, the mic of course is still on and is
still delivering a signal and it will go to the aux send, and some
reverb will still be coming out. On the other hand, when using aux
sends for stage monitors for the per-formers, you generally want the
send to be pre-fader, so no matter what you set the channel fader at,
the performer will have a constant monitor. Believe you me, you want
them to have monitors to hear each other. Many mixers nowadays have a
pre/post switch on at least two of the aux sends, enabling you to
customize the mixer to its maximum.
To complement the aux send bus, there
is the aux return section, which are usually separate line-level
stereo inputs where the effects processors will supposedly return
their signal. You can use them for whatever you want-- extra
line-level inputs, a place to patch in your CD player, whatever.
MIX
MATRICES
- Matrix outputs are cool. Not every
mixer will have them. Generally only very heavy and expensive sound
reinforcement mixers will have them. Matrix outs come after the
subgroups and are independent of the main left-right outputs. Mix
matrices work as follows: imagine a mixer with eight subgroups, with
an eight-by-eight matrix. Each subgroup will have eight controls.
Each of these controls is one matrix, which, essentially, is an
additional output with a customized mix. If, say, you have set up
your system so that a specific group of inputs is routed to one bus
(i.e. vocals wireless to group one, vocals wired to group two,
ambient mics to group three, et cetera, et cetera), and you have a
bunch of different speakers and locations (i.e. house center
cluster, house left fill, house right fill, house under balcony
delay, house surround), you will need to use the matrix outs. Each
matrix output will correspond to a different speaker or set of
speakers. By adjusting the level of each subgroup into one matrix,
you can route the audio signal in a variety of ways. If, say, you
wanted only the vocals to come out of house center cluster, then you
would bring up the level on the vocal groups to the matrix
containing the house center cluster. If you wanted only the band,
ambient mics, and reverb to come out of the house left and right
fills, you would bring up the level on the band, ambient, and reverb
groups to the matrices containing the house left and right fills. If
you want a nice mix of everything to go to the house under balcony
speakers, you would route all the subgroups (adjusting their levels
individually) to the under balc matrix. If you brought down the
subgroup fader containing the vocal mics, it would correspondingly
lower the level to each matrix. Mix matrices are cool.
CONCLUSION
- There are an absurd number of mixers
out there on the market today. Each one has its own separate
features and odd quirks, and there's no way to document each one.
Also, technological advances are allowing mixers to become more
sophisticated as technology improves... VCA automation, introduced
in the late '70s, has made its way out of the pro studio into the
home studio and into reinforcement. Computer controlled sound
systems, such as that offered by Level Control Systems, are starting
to become popular. We'll try to keep current, but it's difficult...
Outboard
Signal Processors
INTRODUCTION
- Signal processing devices are
technically defined as devices which alter that audio signal in a
non-linear fashion. By that definition, a simple fader, level
control, or amplifier is not a signal processor. Regardless, though,
we'll discuss amplifiers and all that sort of good stuff here.
A mixer can technically be thought of
as a signal processor, since it manipulates the electrical signal: it
mixes it, controls the amplitude (level), boosts or cuts frequencies
(equalization), and possibly can do many other things... or at least
can be linked to other equipment that can do many other things.
Such equipment may include outboard
equalizers, effects processors, acoustic "enhancers,"
compressors, limiters, noise gates, noise reduction systems, flangers,
and phase-shifters, among others.
We will examine as many signal
processors as we can think of, and have time to write about.
EQUALIZERS--
A HISTORY
- In the early days of the telephone
industry, when long cables were used to transmit voice, a lot of
signal loss (attenuation) occurred. Amplification could be used to
make up for that loss, but it turned out that the loss was frequency
dependent, with some frequencies suffering greater attenuation than
others. Special circuitry was developed to differentially boost the
frequencies that suffered the greater attenuation. Since these
circuits made all frequencies equal in level, the circuits were
called equalizers. Originally the term equalization referred only to
circuits that boosted certain areas of the audio frequency spectrum.
You may recognize that a circuit
which acts on a certain portion of the frequency spectrum is a filter.
Filters generally cut certain frequencies. If you cut most frequencies
and allow certain frequencies to pass without being cut (a band pass
filter), the net result is similar to having boosted those frequencies
that pass through unaltered, especially when amplification (gain) is
added to make up for the attenuated frequencies. Filters can thus be
used, in a sense, to produce boost. Filters that act to cut
frequencies were eventually combined in a single unit with
equalization circuits that act to boost certain frequencies, creating
the reciprocal boost/cut devices that are widely used today.
While it is historically and
technically accurate to use the term equalization only when referring
to boost, common usage today applies the term to boost and cut
circuits. You will also see the term filter set in some contexts, such
as 1/3 octave filter set where the term equalizer might or might not
be equivalent (some filter sets provide cut only, and hence are really
not equalizers at all). We are not too concerned with precise
terminology, but we did think you should know why some people draw
careful distinctions in this area.
TONE
CONTROLS
- The typical tone control on a hi-fi
amplifier or car stereo is a form of equalizer. It generally
operates in just two bands: low frequency (or bass) and high
frequency (or treble).
When you turn up the bass tone
control, you increase the level of lower frequency sounds (boost them)
relative to the rest of the program. This results in a richer or
fuller sound or, in the extreme, in a boomy sound. Conversely, when
you turn down the bass tone control, you decrease the level of these
same frequencies (cut them), resulting in a thinner or tinny sound.
Let's examine the shelving type EQ
created by the bass control. The graph indicates that the boost or cut
gradually builds below the 1000Hz hinge point. With the control set at
one extreme or the other, the circuit produces 10dB of boost or cut at
100Hz, with less and less effect above that frequency. Below 100Hz the
amount of boost or cut remains constant, as shown by the response plot
that has ceased to slope and is again level . This new boosted or cut
level portion of the curve looks like a shelf, hence the term
shelving.
The treble tone control operates like
a mirror image of the bass control, boosting or cutting frequencies
above the 1000Hz hinge point, but providing no more than the maximum
set boost or cut above 10kHz (in the shelving region). The hinge point
of such tone controls varies, and may not be the same for bass and
treble circuits. The bass control might hinge at 500Hz, and the treble
control at 1.5kHz, causing no change whatsoever between 500Hz and
1500Hz when either control is adjusted. Also, the point where maximum
EQ occurs may vary in the real world, with bass controls reaching
maximum between 50Hz and 150Hz, and treble controls between 5kHz and
12kHz.
If one were to classify this
particular set of tone controls as an equalizer (which it is), it
would be specified as a two-band, fixed frequency range equalizer
having a shelving characteristic, and up to 10dB of boost or cut at
100Hz and 10kHz.
MULTI-BAND
CONVENTIONAL EQUALIZERS
- Each input channel on a typical
mixer may have a two band equalizer, similar to the hi-fi tone
controls described above, but it is more likely to have a somewhat
more elaborate equalizer that affords separate, simultaneous control
of at least three frequency bands. In the case of a three band
equalizer, the middle frequency band (midrange) will always exhibit
what is known as a peaking characteristic, as shown below.
Another term for peaking is peak/dip,
which reflects the fact that the peak amount of equalization can be an
increase in level due to boost ( a peak in the frequency response
curve) or a decrease in level due to cut (a dip in the response
curve). All peaking equalizers have some center frequency at which
maximum peak or dip occurs, and below or above which there is less and
less effect until, at some distance from the center frequency (along
the frequency axis) there is no effect. Contrast this with the
shelving EQ, above (or below) whose effective frequency the amount of
boost or cut remains constant.
Many mixing console channel
equalizers provide two or more midband peaking equalization controls
between a pair of shelving high and low frequency equalization
controls, thus affording a greater degree of control of those
frequencies where most of the music energy exists and where our ears
are most sensitive (500Hz to 4kHz). Unfortunately, the selection of
just a few EQ frequencies that are supposed to be good for everything
seldom produces exactly the sound that someone wants for a very
specific mixing job. For the reason, some manufacturers provide a way
to alter the actual center frequencies of the peaking EQ (or the knee
frequencies of a shelving EQ). Such a scheme, with a simple choice of
two frequencies in each of four bands, is shown below. Observe that
the low and high bands have shelving type curves (still, with
switchable frequencies) while the low mid and high mid bands have
peaking type EQ.
Where permitted by cost
considerations and available panel space, it is generally desirable to
be able to simultaneously control more frequency bands. This means
that different aspects of the sound can be manipulated. Suppose an
electric guitar is the input to a given mixing channel. With a two
band EQ (tone controls), all one can do with the boost is the left the
bass for a richer sound, which unfortunately also adds a boomy quality
to certain bass notes... or lift the treble for more brightness,
which, unfortunately, also emphasizes the sound of fingers sliding on
the strings. Processing this same guitar with a four band EQ is an
entirely different story. Now the low frequency shelving EQ control
can be rolled off to cut unwanted boominess, while a lower mid peaking
EQ can apply some boost at around 200Hz for a thick sound, the upper
mid peaking EQ can apply some boost at 2.5kHz to increase the punch,
while the high frequency shelving EQ can roll off frequencies above
8kHz to reduce extraneous noise. These selected EQ frequencies, the
choice of how much boost or cut to apply, and whether the curve is
peaking or shelving will depend on many factors: individual taste, the
instrument or mic used, the acoustics of the environment, the sound
system quality, the availability of specific EQ options, and more.
Some mixing consoles have been built
with a choice of twenty or more discrete EQ frequencies, in four or
five bands, on the input channel equalizers. Even this may not be
adequate for pinpointing the desired sound, which is why other types
of equalizers were developed, as explained in the following
paragraphs.
SWEEP
TYPE EQUALIZERS
- For years it was recognized that if
one could sweep the center or knee frequency of an equalizer, this
would provide much more precise control of the sound. The technique
was very costly due to the nature of the electronic circuitry in
early equalizers. The coils (inductors) were either fixed in value
or very difficult to alter. Newer circuits utilize relatively less
costly integrated circuit operational amplifiers, plus relatively
inexpensive capacitors and resistors, to emulate the function of the
inductor, with the added advantage of easily changed circuit values.
This has made it practical to build stable, cost effective
equalizers with sweepable frequency controls. The sweep type
equalizer is much like the multi-frequency conventional EQ discussed
above, except that instead of switching the center of knee
frequency, one can continuously adjust it.
PARAMETRIC
EQUALIZERS
- In all the equalizers discussed thus
far, the steepness of the EQ curve has been fixed. At a given value
of boost or cut, the bandwidth of the peaking curve (the amount of
the audio spectrum affected) has been set by the manufacturer and is
not adjustable. Sometimes one wishes to have a very broad EQ curve,
with a gentle onset and a very gradual buildup to maximum peak or
cut (or to the shelving value) with respect to frequency. For
example, to bring out a bit of presence in the overall mix of
several vocalists, a broad peak at around 6 to 8kHz may be called
for. On the other hand, a certain note or a noise can be either
accented or diminished in strength with minimal effect on adjacent
frequencies. This aspect of the equalizer-- the broadness or
sharpness of the curve-- is described by a specification called Q.
The higher the Q, the sharper the curve.
A few equalizers a provided with
switchable Q, but the majority of equalizers that provide any control
of Q offer continuously variable Q between a broad and a narrow
characteristics (typically Q of 0.5 through Q of 3 to 5). A very
narrow notch filter, with only a few Hz bandwidth, may have a
considerably higher Q. Such filters are not normally found on a mixing
console channel equalizer, but are restricted to specialized uses,
such as notching out harmonics of motion picture camera noise, or
reducing the strong 120Hz second harmonic of 60Hz power line hum.
Equalizers that provide both sweepable center frequencies and
adjustable Q, as well as boost/cut controls, are known as parametric
equalizers (because they allow you to adjust all the parameters of the
equalization).
Usually there are several filters in
a parametric EQ, and some outboard parametrics are set up for stereo
operation so that adjusting one control affects two channels (which is
desirable for keeping a stereo image in proper perspective). Each
filter section in the parametric equalizer can either cut or boost
frequencies within its band, and the range of center frequencies
available from adjacent filters usually overlaps.
Some so called parametric equalizers
do not have adjustable Q, and are really sweep type equalizers. Some
offer parametric EQ in one or more bands (i.e. just the midrange
band), but switchable or fixed frequency EQ in the other bands. These
are not fully parametric. In reality, just about any conceivable
combination of fixed frequency or sweep type or parametric EQ, with
shelving and/or peaking curves has appeared at one time or another, so
be sure to closely examine any equipment to determine how it actually
works.
One of the alleged advantages of the
parametric type EQ is that it enables the frequency needing help to be
precisely selected, and the Q to be adjusted, so that a minimal amount
of boost or cut can be applied, with correspondingly fewer ill effects
on adjacent frequencies where the correction is not needed. By
adjusting a filter for wide band rejection characteristics (low Q), it
can perform room equalization in a similar manner to a graphic
equalizer, or it can act as a variable frequency cut or boost tone
control. In a narrow band reject mode (high Q), a parametric equalizer
can be used for feedback control, or (as previously explained) to
notch out hum frequencies without subtracting much of the adjacent
program material.
Since all EQ causes phase shift,
boost can reduce headroom and cut can eliminate desired portions of
the program. The ability to use only the minimum amount of
equalization required is thus a genuine advantage. Some people dislike
parametric EQ because there are so many parameters that MUST be
adjusted, and because it is difficult to make note of specific
settings so they can later be duplicated in other mixing situations.
If inexperienced operators will be using a mixing console, with
minimal time to become familiar, it may be better to have simpler EQ.
But a good parametric EQ in the hands of an experienced professional
is quite a tool.
The debate over which type of EQ is
best is complicated by the actual sound quality of some equalizer
circuitry. For a higher quality fixed-frequency equalizer may sound
much better, even if the correction cannot be as precise, than a
mediocre quality parametric EQ. High quality equalizers exhibit less
distortion and/or noise than lower quality units, and may give longer
service without maintenance where better quality controls are
employed. Some units exhibit somewhat lower phase shift, though this
is more a function of the amount of boost or cut selected. As with all
sound equipment (indeed, any technical equipment), the way a feature
is provided is as important as the feature itself.
When applying parametric EQ to the
program as a whole, you should remember that excessive boost may
reduce system headroom, create clipping and make extreme power demands
on amplifier and loudspeakers. In addition, a parametric equalizer may
ring considerably at high Q (narrow) boost settings. Ringing is a
problem caused when a filter begins to act like an oscillator.
(Ringing is the tendency of a filter to resonate at its natural
frequency when excited by a sine wave pulse at that frequency.)
Ringing is present to some extent in all equalizers, but is usually
masked by the reverberance in a sound system. High Q filters, though,
can generate excessive ringing or resonance. Such ringing may be
useful as an effect on a particular input source, but is generally not
desirable when it affects the overall sound system. Used carefully, a
parametric equalizer can be an extremely useful tool for sound
reinforcement or for recording.
GRAPHIC
EQUALIZERS
- A graphic equalizer is a
multi-frequency, band reject filter, or a bandpass/reject filter.
Unlike typical three or four band input channel equalizers, a
graphic equalizer can simultaneously operate on eight or more
frequency bands, typically chosen to have one octave or one-third
octave band centers. Most graphic equalizers use ISO standardized
band center frequencies. Less common, but sometimes found are
graphic equalizers with two-third octave, one-eighth octave,
one-sixth octave, and, on rare occassion, one-twelfth band centers.
The units are called graphic because
most have linear slide controls. When they are set they create a
visual image that resembles of the overall frequency response curve of
the EQ (not the response of the sound system!). A graphic equalizer
may provide attenuation only (band reject), or, more commonly,
attenuation and boost (band pass/band reject).
One octave, two-thirds octave and
one-half octave graphic equalizers are considered to be broadband
devices, useful for general corrections or alterations in the
frequency response of a system. One third, one-sixth and one-twelfth
octave equalizers may be considered narrowband devices although
technically they are still broadband. Truly narrowband filters have a
bandwidth on the order of 4 to 10Hz rather than one-twelfth of an
octave. Why are we concerned about relatively broad or narrow band
filters in the equalizers? It turns out that things like AC hum or
motor generated noise occur in very narrow bands, and many room
resonances are very narrow. Correcting them with broader filters means
that some non-problem frequencies will be affected, which have unwated
audible side effects.
There are a number of reasons why few
graphic equalizers are one-sixth or one-twelfth octave devices,
however. For one thing, what can be covered in 27 to 31 one-third
octave bands requires about 60 one-sixth octave bands, or over 100
one-twelfth octave bands. That becomes a very expensive device, a very
large device, and one which is very, very time consuming to use when
tuning a room. Greater phase shift occurs with narrow filters, which
can create unpleasant swishing sounds as program frequencies sweep
through the equalized band. Technology and the marketplace have, so
far, determined that one octave graphic equalizers are useful for
general tonal corrections, and one-third octave graphic equalizers are
sufficient for most room tuning and feedback avoidance.
Graphic equalization reduces the
effect of resonant peaks and dips in loudspeaker response and, to a
lesser degree, in the acoustic environment, reducing the tendency for
acoustic feedback to occur. As the overall gain of the sound system is
turned up, feedback will first occur at that frequency (or
frequencies) where the system has a peak. It typically begins as a
slight ringing, and then becomes a loud howl. By using a graphic
equalizer to attenuate the first peak, the overall system gain can be
increased until the next (formerly lower) peak begins to feed back.
That peak is then attenuated using another graphic EQ band, and the
system gain can be further increased. When the peaks have all been
leveld to the extent possible with the EQ, the overall system gain may
increase from 6 dB to 10 dB above the initial gain before feedback
commences.
Another use of graphic equalization
is to contour the frequency response of the mixing console's output to
obtain the most pleasing sound quality or improved intelligibility.
Flat response is seldom desired, and almost never realized in sound
reinforcement applications. Audio may be reasonably flat over the
middle of the audio spectrum, but the bottom end is sometimes boosted
for effect or rolled off for power handling and reverberant
considerations, while the top end is usually rolled off somewhat due
to typical listening preferences. Sometimes the middle portion of the
spectrum (1 kHz to 5 kHz) must be boosted to improve the recognition
of vocal consonants and sibilants, particularly when these sounds are
masked by other sounds in nearby frequency bands.
The graphic equalizer is a very
useful tool, but it cannot substitute for good acoustics or for well
designed amplifier/loudspeaker systems. Excessive boost, especially at
lower frequencies, drains much of the available amplifier power,
overstresses the drivers in the loudspeaker system, and reduces
overall system headroom. Excessive cut takes out noticeable portions
of the program along with a desired response peak or noise component.
The signal driving each loudspeaker
(each main cluster or each monitor mix) usually requires its own
channel of graphic equalization, which is installed just after the
mixing console output, before any electronic crossover or the power
amplifier. Stage monitor feeds, for example, may require very
different equalization than house feeds. In recording and broadcast
applications, the graphic equalization applied to the recording is
usually for tonal considerations, and to avoid exceeding the frequency
response limits of the medium. The studio monitors or audience
foldback system might require graphic equalization to suit very
different needs.
REVERBERATION
AND OTHER EFFECTS
- Reveberation-- the phenomenon that
occurs when sound is reflected and reinforced-- occurs naturally in
most enclosed spaces. Each venue will have different reverberation
characteristics-- size, shape, obstacle locations, etc., etc. will
all play a part in how the sound acts once it is let loose in the
house. Reverberation is defined as consisting of multiple, blended
sound images caused by reflections from walls, floors, ceilings, and
other obstacles that do not otherwise absorb the sound. Reverb
processors are electronic devices which emulate this effect.
Designed for the recording industry to simulate different types of
sound locations, they have also found a home in the reinforcement
industry to give more "fullness" to program material.
Reverb units increase "depth" of the sound (most
noticeably on the last syllable); reverberation is often confused
with delay or echo, especially since most modern signal processors
include both effects. Delay refers to one or more distinct sound
images-- echoes. In fact, true reverberation normally begins with a
few relatively closely spaced echoes known as early reflections.
These are caused by the initial bounce back of sound from nearby
surface. As the sound continues to bounce around, the increasing
number of reflections blend, creating the more homogeneous sound
field we call reverberation.
In days of old, reverb unit designs
included wiring a small loudspeaker to one end of a garden hose and
micing the output. The spring type reverb was one of the more common
units. A transducer was attached to a metal coil-- a spring. The
speaker twisted the spring, and the sound then traveled up and down
the spring. Another transducer attached to the other end of the spring
converted these mechanical reflections back into an electrical signal.
There were many mechanical problems that resulted in bad quality when
used improperly. A similar design using a large metal plate worked
slightly better, but the inordinate size and weight of the unit
restricted much of its use to studio recording. Delay units consisted
of a tape loop which recorded the signal at a given point on the tape;
subsequent playback heads set at different intervals after the record
head played back the recorded signal and thus delayed the signal. The
main problem with these units was tape degradation-- thus, signal
degradation.
In the days of digital equipment,
producing such effects has become more cost-effective with better
quality. The input section of the unit will sample the analog signal
and convert it to a binary digital form, using often the same method
as a compact-disc player or DAT deck. Digital effects units use
complex algorithms to manipulate the digital signal; at the end of it
all, the signal is re-converted into an analog audio signal. There's a
lot of mathematical manipulation going on inside the digital reverb.
Most digital effects units also include some memory function for
storing user-preset effects.
Modern delay units work in much the
same way. An analog-to-digital converter converts the incoming analog
signal into binary data, which is then fed into RAM registers. A clock
(crystal oscillator) generates sync pulses that cause the memory
registers to expel the data, which is then converted back into an
analog audio signal. The amount of memory and the clock speed with
determine the audio quality and the maximum amount of delay time. The
use of delay units is covered in the Sound Reinforcement section.
COMPRESSORS
AND LIMITERS
- Compressors and limiters are signal
processors that reduce the dynamic range of the signal. The
compressor and limiter are essentially the same thing; the
difference in nomenclature has to do with the actual use of the
unit. The compressor/limiter is designed to prevent signals from
exceeding a given (adjustable) threshold level. The ratio of the
change in output level to the change in input level (in dB) is known
as the compression ratio. Most limiters will have a
compression ratio of from 8:1 to 20:1. If a unit is set to 8:1
compression, then an increase in input level of 8 dB (assuming the
input is set above the threshold level) will result in a 1 dB
increase in the output level. Some units offer infinite compression,
where no amount of increase in input level above the threshold will
cause an increase in output level.
Limiters are generally used to
process only program peaks, which is why they are also known as peak
limiters. In sound reinforcement, they can be used to protect
loudspeakers from mechanical destruction in the event of a dropped
microphone by limiting the peak level that will be fed to the amps and
speakers.
If the threshold level is reduced so
that most or all of the program is subject to compression, then the
device functions as a compressor. Compressors generally use lower
compression ratios than limiters-- typically 1.5:1 to 4:1. Compression
has a number of uses. In tape recording, broadcast, or reinforcement,
compression is sometimes used to squeeze the dynamic range of a
program to suit the storage or reproduction medium. It is used
similarly to a limiter in sound reinforcement situations to increase
gain but also protect against peaks and other destructive transient
sounds.
Compressors will usually have some of
the following controls: attack time control, which regulates
the speed at which the gain is reduced in response to an increase in
input signal level; release time, which regulates the speed at
which the gain is restored to the original value after the input
stimulus is removed; a side-chain circuit allows compressors to
be used in response to certain frequency signals--if you want more
compression in response to high frequency signals, you insert an
equalizer in the chain with the high frequencies boosted. This setup
is often used for de-essing, where vocal sibilance is removed by
differential compression (that is, since the high frequencies are
boosted and thus have a higher dynamic range, they will be compressed
before low frequencies are affected). If low frequency equalizer cut
is used, the compressor allows drum sounds to get through more or less
unaltered, yet may clamp down on a relatively less powerful (but more
threatening to tweeters) high-frequency synthesizer note.
The following is from the Yamaha
Sound Reinforcement Handbook, page 273:
- With a given input signal, adjust
the input level control (if any) so the input is well above the
noise floor, but does not clip the input stage. Then set the
threshold to whatever point, and set the compression to whatever
ratio that may be appropriate for the situation. For speaker
protection, for example, the threshold should be set to a point that
prevents the power amplifiers from delivering whatever power level
is established as the mechanical limit for the speakers. Suppose a
loudspeaker is rated at 100 watts continuous and 200 watts peak, and
the power amplifer is rated at 200 watts output to that speaker's
rated load impedance, given a +4dBu input. Let's also suppose that
the power amp's input attenuator is turned down 10 dB. (For
simplicity, we'll assume that the compressor's input and output
level controls are adjusted for unity gain through the device when
there is no compression). In this case, a +14dBu signal applied to
the amp causes it deliver 200 watts to the speakers. The threshold
and compression ratio of the compressor should therefore be set to
avoid exceed +14dBu. If you want to preserve as much as possible of
the natural program dynamics, set the threshold to +10dBu. Our
criteria require that any input signal, no matter how loud, should
not cause the output to increase by more than 4dB beyond that value.
We assume that due to the capabilities of the equipment feeding the
compressor, no input signal will exceed +26dBu. We subtract +10 from
+26 and see that a 16dB dynamic range must be compressed to 4dB, and
simple math shows us that a 4:1 compression ratio should do the job.
NOISE
GATES AND EXPANDERS
- A noise gate is a signal
processor that turns off or significantly attenuates the audio
signal passing through it when the signal level falls below a
user-adjustable threshold. The idea is that the desired program will
pass through unaltered, but low-level hiss and noise (or leakage
from other sound sources) will not be heard when the primary program
is not present (presumably when the level is below the set
threshold).
Those noise gates that literally shut
off the signal flow when the program is below the threshold level will
tend to have an audible effect as they cut in and out. The sudden
change in background noise level may be disturbing. This is why some
noise gates are designed to merely reduce the signal level by a finite
amount (to lower the gain) when the level falls below the threshold.
The effect is to reduce noise, but not to have a drastic, sudden
change. To further avoid the audible modulation of background noise,
these units may have automatic or adjustable time constants where
after the level drops below the threshold, it takes so many
milliseconds for the gain to be reduced.
The circuit that reduces the gain is
an expander, although it is not known as such in this case.
What is happening is that the noise floor of the program is being
reduced, and hence the dynamic range of the program is being expanded.
When the expansion circuit works only
below a set threshold, we call the device a noise gate. There are also
signal processors that expand the entire program. In this case, the
threshold is set to be any convenient zero point, typically at the
nominal program level. Any signals falling below that threshold are
expanded downward in level so they become even quieter than they
already are, and signals above the threshold are expanded upward in
level. The net result is a program with greater dynamic range. In this
case, the device is called an expander.
Noise gates are useful for
automatically muting temporarily unused mics in a recording or sound
reinforcement system. The number of open mics reduces the available
gain before feedback in a sound reinforcement system, and generally
adds to the background noise in a recording. Particularly in complex,
multichannel setups, the use of a noise gate can improve the sound
without increasing the workload for the mixing engineer. In order to
be effective, with minimum audible side effects, each subgroup, or
perhaps nearly each input to the mixing console, should be processed
by its own noise gate.
Expanders are a component in most
tape noise reduction systems. They do the decoding of the encoded
(compressed) audio tape, simultaneously restoring the original dynamic
range of the program and pushing down any added tape hiss or noise
below the inherent program noise floor. Expansion can also restore (or
create) the missing punch of a complete program mix or an individual
signal in that mix.
OTHER
EFFECTS
- Other effects processors include phasers,
flangers, and exciters. Phasers and flangers essentially
produce the same effect through very different means. Flangers
originated from the use of two tape recorders playing the same
program. By mixing the outputs of the two and alternately slowing
down one machine, then the other, different phase cancellations
occurred. The slowing down was achieved by using hand pressure
against the flanges of the tape supply reels, hence the name. Modern
flangers use electronics to simulate this effect. If a given signal
is delayed, then mixed back with the original signal, the result is
cancellation at a frequency whose period is twice the delay time.
This cancellation also occurs at odd harmonics of the signal
frequency.
Phasers, or phase shifters are
devices that contain one or more deep, high Q filters. The input
signal is split, with some of it going to the filter circuit, and some
bypassing the filter. A lot of phase shift is created at frequencies
on either side of the filter notch. By sweeping that notch up and down
the frequency spectrum, and mixing the resulting signal back with the
direct signal, a series of ever-changing phase cancellations results.
Phasers and flangers are usually used
in-line on guitars, bass guitars, and keyboards. Flanging effects,
since they are dependent on delay, can also sometimes be found on
delay units.
In 1975, Aphex introduced the Aural
Exciter. The exciter added more punch to the overall program
material without appreciably changing overall system gain. The input
signal was split-- one side directly to the output, and one side to a
system of filters and equalization circuitry. The resulting output was
mixed at the output and created a punchier, more intelligible sound.
The unit became popular in broadcasting, where greater penetration
could be obtained without overmodulating the signal; in sound
reinforcement, where feedback and headroom were not sacrificed; and in
dance-club sound systems, where listeners benefitted from an apparent
change in level without distortion.
Aphex still manufactures the Exciter,
and other companies, such as BBE, Behringer, Furman, and dbx all
manufacture some sort of program exciter.
Amplifiers
- Uh-oh. Looks like someone hasn't
written the "Amplifiers" section. Yet.
- I'm sorry.
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