Live Sound: Part 1
by Al Delaney
 
The sense of hearing is our brain's response to nerve impulses originating in our ears. Those impulses are generated by a series of events beginning with the movement of the small diaphragm we commonly call the eardrum. The eardrum is set in motion by fluctuations in the surrounding air pressure. Those fluctuations propagate through the air, spreading out and away from their source, as a series of compression waves. Sound is defined as those air pressure fluctuations capable of producing the sense of hearing-the pressure waves have to meet certain parameters. Acoustics is the science of sound and the interaction of sound with its environment. In this first article I'll cover the very basics of Acoustics.

Sound Waves

As alluded to above, to be perceived as sound, the pressure fluctuations have to fit a specific set of parameters. They can't be too great or too little and they can't occur too frequently or too infrequently. If they're too great they'll damage the eardrum, if they're too little they won't be perceived. If they occur too frequently the eardrum won't have time to respond to the first pressure change before it's hit with the next, and if they occur too infrequently the brain "kind of" moves on before recognizing the event as part of a pattern.

If someone stuck a tuning fork and you were able to measure and record the pressure changes caused by its vibrations, you could plot that data as a function of time.

The resulting graph, if it were a very good tuning fork, would look like the plot of a sine wave or a cosine wave (you remember these from High School, don't you). It would be the plot of a pure tone. If the tuning fork were for the same note as the heavy E-string on a bass guitar and the surrounding ambient air pressure were 760 mmHg (1 Atmosphere), its plot would look like this:
Here, the distance above (compression) and below (rarefaction) the ordinate measures the deviation from ambient pressure caused by the sound wave. The greater the deviation, the louder the sound will be. This "loudness" is measured in decibels (dB). We'll talk more about that a bit later.

On a graph like the one above it's easy to identify the smallest section of the plot that could be repeatedly copied and laid end-to-end to reconstruct the whole plot. Measuring how much of the ordinate is spanned by one of those copies gives the period (T) of the sound wave. The wave frequency (n) is then 1/T. The unit used for frequency is Hertz (Hz). At five repetitions per second n = 5 Hz, 10 repetitions per second n = 10 Hz and so on.

Related to frequency is wavelength (l). Sound waves propagate through air at a certain speed (v). That speed is primarily determined by air temperature. At room temperature (72o F) sound waves propagate at approximately 1,132 feet per second; it's 1,165 ft/s at 100o F and 1,087 ft/s at 0o F. Wavelength is related to frequency by the speed of sound. The governing equation is l = v/n that is wavelength is equal to the speed of sound divided by the wave's frequency. For the pure note depicted on our graph n = 83 Hz so at room temperature l = 13.6 feet.

Another way of looking at it is like this: Strike the tuning fork again. Wait until the sound waves make it across the room and wave a magic wand to stop the action (kind of like the drawing at the top of the page). Now measure and plot the air pressure as a function of distance from the tuning fork. Your plot would look very much like the Pressure/Time plot above, but instead it would be a Pressure/Distance plot with the pressure extremes dampening with each cycle. In this plot wavelength could be measured directly from the graph.

Complex Sound Waves

Instruments don't produce pure tones. Music would be very boring if they did. Instead each instrument has its own unique timbre. This timbre is the result a totality of vibratory affects within the instrument. Below is a plot of the sound wave produced when I plucked the E-string on my guitar.

You can see the wave has the same frequency as the pure tone wave of the first graph (and consequently has the same wavelength) but nothing much else looks the same. This is because when the string of a guitar is plunked a variety of oscillatory effects within the guitar contribute to the sound, not just the string. The resulting combined effects produce a complex wave pattern. That pattern is the result of different pure tones, having different frequencies, amplitude and phase shifts (a delayed start time) adding together-they either constructively interfere with each other or destructively interfere. To make it a bit more clear, look at the two graphs below. The first contains two wave plots. The second is a plot of the resulting addition of the two waves.
 
In an extreme example of constructive interference, two identical waves meet and are perfectly in phase (all their valleys and peaks match). Then all the pressure fluctuations will double. An extreme example of destructive interference would be when those two waves were perfectly out of phase (peak meets valley and valley meets peak). Then the waves would cancel each other out-no sound.

The plot of a complex sound wave is the plot of a special kind of mathematical function. It's a type of function that can be exactly represented by the summation of different sine and cosine functions. This is called its Fourier Representation. Synthesizers use Fourier Representation to great affect. They don't produce sounds like individual instruments do; instead they produce the combination of pure tones needed to mimic the instruments.

Once you have the Fourier Representation of a sound wave, you can create another very useful plot-that of its Fourier Transform. This would be a plot of the decibel levels needed at each frequency to reproduce the sound. In the introduction to this series of articles, I mentioned that at the heart of the sound system I was learning is the Yamaha DM 1000 Digital Mixer. I was somewhat surprised that this system doesn't have the ability to perform discrete Fast Fourier Transforms. It sure would make EQ'ing a lot easier.

What Do You Hear?

The table below lists frequencies for some common musical elements (and some other things). It also lists their wavelengths. I often find the wavelength to be the more useful number when trying to understand how a sound will "play" in a room but of course frequency is more useful when hunting an annoying sound during EQing.

Element
Frequency (Hz)
Wavelength (Feet)
Lowest perceived 20 56.6
A0, 1st piano key 27.5 41.2
Kick Drum 63 18
E2, open 1st Bass string 82.4 13.7
E3, open 1st Guitar string 164.8 6.9
C4, Middle C on Piano 261.3 4.3
C4-A5, Soprano voice 261.3-880 4.3-1.3
Snare Drum 1K 1.1
C8, 88th piano key 4186 0.27
Symbols ~5K 0.23
Highest Perceived 20K 0.057
Loudness

"Loudness" is the result of an almost instantaneous difference in pressure that impacts the eardrum. (Relatively slow changes in pressure, like when we travel up a mountain, have no affect because our sinuous systems work to equalize pressure on both sides of our eardrums.) The governing equation is:

(You remember logarithms from high school, don't you?) Here the
is the root-mean-square of the acoustic pressure where the acoustic pressure is just the difference between the ambient pressure and the increase (or decrease) of pressure due to the sound wave. Root-mean-square is just a mathematical way of including the positive affect of a negative value-the decrease in pressure cause by part of the sound wave.
The 
is the ambient pressure value. Pressure can bemeasured in mm Hg (millimeters of mercury), atm (atmospheres), or some other unit-in the first and second graph, I chose mm Hg. In any case it represents a force applied to a unit area. The unit for loudness is the decibel (dB). Below is a table listing some typical dB levels.
Loudness (dB)
Example
160 Ruptured Eardrum
140 Pain Threshold
120 Hearing Loss with prolonged exposure
100 Automobile
80 Loud Radio
60 Conversational speech (not my mother in-law)
40 Average living room (not mine)
20 Quiet room
0 All quiet
An interesting note, it's not uncommon for weather conditions to cause local air pressure changes great enough that if they occurred instantaneously they would rupture the eardrum. At 760 mm Hg, the air pressure on a nice day at sea level, it would only take a quick 22.8 mm Hg change to damage the eardrum.

The Environment

One of the first mistakes I made when mixing a live show was to rely on the dB meters to balance the channels. What I didn't realize was that the size and shape of our heads, the placement of our ears and the structure of our ear canals all conspire to selectively amplify a certain range of frequencies. Below is a plot of average frequency sensitivity. Notice that our maximum sensitivity is at about 2k-3k Hz.

 
The above example serves to stress the importance of using your own sense of hearing when determining what sounds good and what doesn't. That said, the characteristics of sound waves that interacted with the environment, the human head in the above case, are reflection, refraction and dampening. I'll explain these characteristics separately but realize, they do intimately interact to produce a cumulative affect.

Reflection: There is a degree to which sound waves reflect from surfaces. They reflect better off some surfaces than others and in fact certain frequencies will reflect off a surface that absorbs other frequencies but, as a rule the softer the surface the less the reflection. In most cases you would like to minimize sound reflection as much as possible.

Venues with concrete floors and brick walls will tend to sound like echo chambers. Ones with carpeted floors and wood or textured walls will have a better sound. Also, it's easier to reduce sound reflection from directional instruments like horns, guitars and vocals than it is from drums or even piano. We use a shield around the drummer but even that doesn't totally eliminate the problem.

Each venue will also be susceptible to a specific frequency of standing wave. This occurs when a wave front reflects off the back wall and constructively interferes with the rest of the wave. This is usually more of a problem in small venues. The offending wavelength is easily identified if you know the length of the room.

Refraction: Previously I spoke about constructive and destructive interference. Well those are aspects of refraction. If you have ever seen a wave tank in a high school science class you'll understand what I mean (boy, you really had to pay attention in high school to get much out of this article). In one experiment they generated some waves and sent them through a couple of small slits. After the waves passed through the slits, becoming two wave fronts, they fanned out and interfered with each other. In another experiment they would place different size objects in the wave path. If the object was large relative to the wavelength you would see a lot of the wave reflected. But if the object was small there wouldn't be any noticeable break in the wave front. Sound waves react the same way; they'll interfere with each other and long wavelength sounds will not be impeded by small objects in the wave path while short wavelength sounds will be reflected.

One of the effects of refraction can be heard if you've ever in the parking lot of a football stadium when the band is playing. Because of the bass drum's long wavelength it will clearly be heard from the parking lot but you won't pick up the higher pitched instruments until your inside the stadium and have a direct line of sight to them.

Dampening: This is a decrease in the amplitude of sound waves-a reduction in loudness. I touched on dampening in the section on reflection when I spoke of surfaces absorbing sound waves-it is hard to separate these concepts. Sound waves also dampen as a natural process of propagation through air--as a portion of their mechanical energy is constantly being converted into heat energy. There is also a non-energy related reason why sound "gets quieter" further from its source. Sound wave fronts spread out in an arc from their source as such someone standing close will experience a larger percent of the wave front than someone standing further back.

Some Observations From A Sound Rookie

The board mix isn't and shouldn't be the room mix. We've put together a system that allows us to broadcast live shows in real time over our web site from any remote location. When we first did this, I thought it would be best to take the signal direct from the venue's mixer. I've found that that's not a good idea, especially if there's a lot of horns, drums or piano in the mix. The reason is that a good sound engineer will be aware of and account for the sound coming off the stage, not just what's coming out of the speakers.

Stereo is usually not a good thing. When mixing for a venue you want everyone in the place to hear the same thing, as much as possible. If the mix is separated you'll only be catering to those lucky enough to be standing in the center of the room.

Bodies absorb sound. This is an easy one. Bodies will change the acoustics of a room, so the mix for an empty room will be different than a mix for a full room. But of course if the room's empty, who cares?

No matter how good you are, you won't be able to cover the room perfectly. It just can't happen. There will always be some quiet spots or even dead spots somewhere in the room or some areas, usually close to the stage, where the mix isn't even.

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