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If you pay attention to sound
at all, you love to hear a great echo. Think about standing
next to someone at the edge of a large canyon, listening to
them shout and waiting to hear the reflection off the other
side of the canyon.
As we stand beside him, we will first hear the sound of his
voice on a path directly to our ears. |
Moments later, we will hear his voice repeated after the sound
wave has traveled across the canyon and back to our ears.
There is a delay to the arrival of that reflected sound caused by
the time it takes for the sound to travel (at roughly 1,130 ft/sec)
out to the canyon wall and back to our ears. It's fun listening
to a train come through my home town.
On a quiet night you can hear the train horn off in the distance,
followed by multiple reflections of the sound spread way out in
time. As the sound bounces off large buildings, the echo can trail
on literally for a couple of seconds. Way cool! This same type of
delayed echo of a sound occurs in a room as well, and is caused
by the sound reflecting off of surfaces in the room and finding
its way back to our ears.
We will hear the original sound as a reference, and that is followed
quickly by the early reflections or echoes. How apparent those echoes
sound is relative to how loud they are and their arrival time.
The loudness is a function of the material it happens to reflect
off of. This can also alter the frequency content of the sound,
since that material may reflect certain frequencies quite well and
yet absorb others. The arrival time back at the listener's ears
is a function of how far the sound had to travel through its reflected
path to arrive at our ears, and is of course, relative to the arrival
of the direct sound.
Some reflections may not even be able to be heard, even though they
can be measured and proven to be quite loud by comparison. If the
sound is delayed in time by less than about thirty milliseconds,
our brain will not perceive it as a discrete echo.
So, reflections arriving less than thirty milliseconds after the
direct sound arrives might be considered early reflections. Reflections
that arrive thirty milliseconds or so after the direct sound arrival
will generally be heard as discrete echoes. This effect is typically
more noticeable with sounds that have a percussive attack, and this
is why clapping your hands is an acceptable method of examining
your situation.
When you clap your hands in a large enough auditorium, you may notice
a smoothly decaying sound that lingers for a moment. This is know
as reverberation, and is made up of many hundreds of reflections
arriving at the listener's ears, so closely spaced in time that
he cannot perceive them as separate echoes, but rather as a homogeneous
mixture of all of them.
Each room has its own reverberation sound character, determined
by the acoustics of the room. That is to say, the manner in which
the room is constructed - how large it is, if the surfaces are hard
or soft, reflective or absorbent, even whether they are painted
or not, and so forth - gives the room its acoustic signature.
Part of that character is the sound of the reverb. For example,
a large room with a great deal of thin, soft absorbent material
may attenuate the lingering high frequencies of the reverberant
field rather quickly while the lower frequencies of that reverberant
field carry on longer.
Proper design would present a reverberant field that is quite diffuse,
with all frequencies decaying smoothly together, and no one frequency
louder than another. Today, any of these acoustic properties of
rooms, big or small, reverberant or not, and even those of the canyon
wall, can jump into the sanctuary at the touch of a button.
The ever-diminishing price of digital technology has brought forth
a plethora of affordable digital effects processors. Offered by
a host of different manufacturers, digital effects processors are
typically multi-talented, in that they may be capable of simulating
literally any of the effects described above along with a long list
of other, more imaginative or not-exactly-natural-on-the-planet-I-know-and-love
effects.
Quite literally, whenever I'm mixing an album I imagine a place
where this performance is taking place, and then use the effects
processors to help shape or define that place.
Similarly, doing a sound reinforcement mix to me is really just
mixing the album in front of an audience instead of in a small control
room. As long as the room is large enough and relatively well behaved
acoustically, I approach the use of digital effects processors in
exactly the same way as during a mixdown session.
Remember, a little bit goes a long way. Don't overdo it! One secret
to learning how to use effects tastefully is to listen very closely
to your favorite albums and model how they are used. What effects
are used, on what sound sources, and how loud are the effects in
the mix?
A good model for your live worship music mix can be found in your
favorite contemporary Christian music and live worship recordings.
You'll hear very tasteful use of effects. Carefully analyze how
the engineer achieved that sound, and then simply emulate and incorporate
those ideas into your own services. It's helpful to set up your
reverb device so that you can easily adjust the reverb time for
each song.
Who says your effects settings need to stay the same throughout
the service? I'm a strong believer in manipulating the effects to
suit the song, even if that means making changes between every song.
Let's say that you've set the reverb time for a long decay that
sounds great for a slow, worshipful song. But if the next song happens
to be an up-tempo praise song, that long decay is going to make
your mix sound muddy.
By comparison, if you have the decay set fairly short so it works
great for a fast moving song, that reverb sound will seem unnatural
and out of place during a slow moving song. The idea is to let the
reverb decay get out of the way before the next beat. In other words,
count along or pat your leg with the tempo of the song, and find
a reverb time setting that will decay in one beat.
Or grab a mic and click your tongue in tempo with the song to excite
the reverb, and make sure that the decay isn't spilling too far
into the next beat. This process is clearly entertaining for your
friends and relatives. Do this during rehearsal for each song, and
mark the reverb time settings on your song set list. Then you'll
easily be able to make the appropriate adjustments throughout the
worship set.
It's not worth getting too detailed about this. If two or three
songs have roughly the same tempo, I'll leave the reverb time setting
alone. But I will change it if the tempo changes substantially.
If the song has already started and you didn't get to do this during
rehearsal, use the beat of the snare drum or even the worship leader's
vocal to help you set the reverb time.
I love to add a delay on occasion to individual elements like the
lead vocal, a saxophone or guitar solo, or sometimes to the backing
vocals. Carefully used, it can add tremendous depth to the mix.
Here again, pay attention to the tempo of the song, and set the
repeat time of the delay to match the tempo of the song.
The delay effect can be a powerful enhancement to the song, or a
chaotic distraction. A seasoned mixer will set the timing of the
repeat to the tempo of the song, and adjust the number of repeats
to the level of the effect to blend with the song. Too loud and/or
too many repeats and it's in the way, too soft and it won't be appreciated.
Your mix will be cleaner if you keep the repeats back to one or
two.
Look for a delay device that has a tap feature, preferably a unit
that allows you to set the tap using a footswitch. Tapping the switch
once sets the counter to zero, tapping it a second time starts a
clock counting in milliseconds, and tapping it a third time stops
the clock and sets the delay time between repeats to the value on
the clock.
If I can tap my foot three times to the beat of a song - something
my degree in music and eighteen years of playing in bands has allowed
me to master - then I can quickly and accurately set the delay time
for the song. Phasing, flanging, and chorusing are various examples
of time modulation.
The signal is messed with in the time domain, and then mixed with
the original to produce the result. The most powerful effect of
the three is flanging. The term came from how the effect was originally
created. As the story goes, on a Jimi Hendrix recording project,
it was discovered that a powerful phase shifting effect could be
created by listening to the output of two tape decks simultaneously.
You start by recording the output of the multi-track mix simultaneously
onto two reel-to-reel stereo recording decks, known as 2-tracks.
Then set the monitoring switches so you listen to both of those
2-tracks together - something that wouldn't ordinarily make sense
to do. They discovered that by having someone rest their thumb on
the flange of the supply reel on one of the two decks, it would
delay the playback signal of that source.
With the delayed signal arriving slightly out of phase with the
other, God's laws of physics says that phase cancellations will
occur. That is, some frequencies will cancel, while others will
be increased. If you were only listening to the deck that you were
messing with in time, you wouldn't notice much of a change.
The impact comes when you hear both of them together. Phasing is
similar in nature to flanging, but not as strong of an effect. If
you think about it, both are created by varying the delayed side
of the signal with a very low frequency oscillator, cyclically slowing
down the signal and then bringing it back to normal speed.
Chorusing is basically the same circuit, but instead of modulating
the time domain of the signal with a low frequency oscillator, it's
modulated with pink noise.
Something I haven't mentioned up to now is the dry-to-wet ratio,
sometimes labeled mix on the front panel of an effects device. A
totally reverberant sound might be cool for a special effect, but
not for your general reverb use. And the output of a digital delay
unit wouldn't make much sense without the listener hearing the original
sound source.
The power of these effects is in how they are mixed with the original
sound. So we need some way to control that blend. In most cases,
you'll connect the effects device so that it is fed from a postfade
auxiliary send on your console. The output of the effects device
comes back into the console at the auxiliary return input, or on
a spare channel. In this application, you want to set the mix knob
on the unit all the way to the wet position.
That ensures that only the effect is being heard at the aux return.
You'll establish your dry-to-wet ratio by adjusting the aux send
knob on each channel. If these effects devices were only being used
with consoles in the manner I've just described, there would be
no need for the mix knob.
But a guitar player, for example, might want to use it just with
his rig. With the mix knob in the dry position, he'll hear only
the direct sound from his guitar. With the knob in the wet position,
he'll hear only the effect. The mix knob allows him to control the
balance between those two sounds to achieve the blend he's looking
for.
When All Else Fails
The only way you will ever become adept at using these devices is
to read the operator's manual - y'know, that book that's still in
the box somewhere - and then experiment. Now, I'm guilty too. I
often operate by the motto - when all else fails, read the directions.
So learn from my shortcomings and do what I teach. The time to experiment
is first on your own, then during rehearsals. Then apply what you've
learned in a deliberate, creative effort during a service, maybe
during the midweek service first, to get used to it. The unspoken
caution here is, don't experiment with the effects during a service,
at least not until you are very comfortable with the device and
know what you are doing with it.
Even then, approach its use with care. One good way to force yourself
to learn the unit is working with a singer and accompaniment tapes.
Whenever I'm in this situation, I listen to what the original track
is doing with regard to the lead vocalist's effects. Then I listen
to the accompaniment track by itself to see what delays and reverb
sounds are still there.
And finally, during rehearsal I'll try to enhance the singer's voice
very much like the original recording did. With those effects happening,
and with the track loud enough over the system to be realistic,
the end result is quite believable. One more comment regarding the
use of these effects.
When the song is over, be certain that the aux returns receiving
the signal from the delays and reverb are off before the pastor
or anyone, including the vocalists, begins to speak. It's terribly
embarrassing to hear a long, repeating delay of the pastor's voice
thanking the vocalists for their musical offering.
Of course, that's never happened to meSą. Well, hopefully this has
helped. Don't be afraid to use effects in your service. Tastefully
applied, they can bring new depth and dimension to the sound of
your music. And most importantly, have fun!
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Summary of Acoustic Effects
* Reverberation - many repetitions, becoming more densely spaced
with time.
* Echo - one or a few discrete repetitions of an audio signal.
* Delay - the time interval between a direct signal and its echo.
* Decay - the time it takes for echoes or reverberation to fade
away. And we can summarize the different techniques available for
simulating these techniques this way:
* Echo Chamber - In effect an acoustic means of creating an artificial
reverb by setting speakers in a large room and picking up the resulting
sound with microphones.
* Plate Reverb - constructed of a large sheet of metal or foil which
is suspended from its corners. It has a small speaker mounted on
the sheet, which makes it vibrate, after which two widely spaced
contact microphones pickup the resulting vibrations. In its day,
this was the brightest-sounding and most popular type.
* Spring Reverb - A cost-effective unit. Less expensive types are
often characterized by a twangy sound when driven too hard. Analog
Effects Devices - Electronic devices which use an analog bucket-brigade
circuitry to provide signal delays and reverb sounds.
* Digital Effects Processors - Because of their flexibility, variety
of sounds, and control over individual parameters, digital effects
processors have replaced the majority of other reverb types. Kudos
to the engineers and DSP software engineers who have developed and
written the algorithms that make these units so spectacular.
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