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Sound Systems 101
Our purpose here, is to provide some basic information, to
assist customers in choosing and evaluating, equipment and systems.
It is staggering really, how many systems are in existence (and used
regularly), that suffer from the most basic flaws in design. Simple
systems are not "Rocket Science", a little common sense and Junior
High Physics go a long way toward eliminating the most basic
problems. Of course, volumes have been written about equipment and
system design, our intent is to "scratch on the surface", just a
bit.
Things to consider -
Is the system predominantly for voice, for music, or for both?
Voice only systems require limited frequency response, that
is, they have no need for (and may even suffer from), low bass or
high treble energy (sound). Telephones for example, have extremely
limited frequency response, but they have no problem conveying voice
conversations. If a system is for music (at least if quality is an
issue), it requires considerably more range. Music can certainly be
reproduced by a voice system, but it takes on a "thin, weak or
canned" quality, no matter how loud it is played. A system designed
for music, will generally reproduce voice with a natural quality,
however noise (buzz, hum and hiss) can sneak in more easily, as the
noise is often "in" the low or high ends of the sound spectrum.
Voice systems are generally much more sensitive to a highly
reverberant environment (Church Sanctuaries, Convention Rooms etc.).
The reverberant energy "smears" the consonant sounds in speech,
making it difficult to understand. Careful (professional)
design and loudspeaker selection / location are the keys to a
functional voice system, in a reverberant space. If you think
professional design assistance is expensive, try installing a system
in a highly reverberant space with no professional help - countless
thousands $$$ have been wasted in this vain effort.
Is the system for reinforcement, for reproduction, or for
both?
This is, for the most part, a way of asking if there are any
microphones in the environment that will cause the system to
"feedback" (howl or squeal). Feedback is often the limiting factor,
in the amount of gain (and therefore volume) a reinforcement system
will tolerate.
A system to reproduce recorded sound, typically does not
suffer from feedback at all. A system with many open microphones,
can be a "street fight" for every bit (or db) of gain / volume. If
the system does double duty (reinforcement and reproduction), the
designer may well be required, to make compromises that favor the
more critical function.
Loudspeaker Type And Location
(please repeat with authority, once again)
Loudspeaker Type And Location
Many factors come into play in the systems design, none are
more important (few are anywhere close) than
Loudspeaker Type And Location. Many location options exist,
but most are variations or combinations of the following -
A central speaker (or cluster of speakers) location - This is
often the best choice for voice systems, where the person
speaking is visible to the listener. The "directional information"
is kept intact, maintaining a natural experience for the listener.
For this type of system, loudspeakers mounted (flown, in the
business) high are usually desirable.
Two speaker locations (or split cluster) left and right - This
is a good set-up for stereo music, provided the listeners are
located in the center, relative to the speakers. Often however, most
of the audience is much closer to one speaker location then the
other, in this case the "stereo advantage" is lost, and the listener
hears predominately one channel of the stereo sound source. These
"split systems" are often "run in mono", this is simply the
best compromise for everyone in the audience, even for music. The
high (flown) loudspeaker location, once again is desirable more often than not,
with a split system.
Distributed systems - This system consists of multiple
loudspeakers, usually located as near as possible, the listeners.
This arrangement is used when the previous options just are not
viable (separate rooms, or locations for example), or in highly
reverberant, feedback prone, or just very large spaces.
Distributed systems may contain only a few speakers or dozens. A
voice system at a race trace, or large retail store are examples of
typical distributed systems.
See
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