Empowering the Next Generation of Women in Audio

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Live Sound Engineer Sana Romanos

 

Sana grew up in Lebanon, Beirut, a region that is hostile to women and their advancement, yet Sana prevailed as a native Arab woman, running mixing consoles and leading teams. Something that had never been seen before. Sana says  “I come from a third-world country that most people have never heard of unless it made the news for wars and bombings but I am now working for one of the top international companies in our industry. All of this to say – there was a lot of betting against me going into the live sound field, but none of that mattered in the long run- so the lesson to learn: aim, focus, work and you will find a place for yourself in this industry.”Sana currently works as a specialist for Meyer Sound and is a freelance live sound engineer.

Early Life

When did you discover audio as a career path?

My parents took me to my first large-scale concert when I was 15 here in Beirut. I was fascinated that sound can be “spread” into such a big space, beyond just headphones or car radio systems. During that same concert, I saw a person behind a big board full of knobs and thought well this must be a cool job to have! That concert I believe was the trigger of my interest in audio and in a career in this field.

Did music and audio interest you while you were growing up?

I always loved listening to music and had a very varied taste while growing up but I never was able to learn to play any instruments. I was more into the sciences – math and physics. – and I entered this field not from the musician’s side like most but more from the scientific side.

Educational Background

Did you attend a University/College/Trade School?

Yes, I graduated with a Bachelor of Science in Physics from the American University of Beirut (2012) and a Master of Science in Audio Engineering from Université Blaise-Pascal in France (2014)

 

Career Start

How did you get your start? 

I did an internship in the summer of my first year of master’s back home in Beirut in one of the largest rental companies there. I then went back to France finished my masters and then returned home to Beirut to be hired by that same rental company. I worked there for the next 3 years (2014- 2017)

How did your early internships or jobs help build a foundation for where you are now? 

That internship led to my first job offer. I consider the 3 years spent at that rental company as the years that really formed and shaped my career. I was doing all sorts of work with them from managing teams to running set-ups and beginning to mix at large-scale events and festivals in the region.

What did you learn interning or on your early gigs? 

Speed in troubleshooting and working under pressure. Mainly the internship and then first job exposed me to a variety of sub-fields so that later on I was able to choose and be more selective in the jobs that I wanted to take on as a freelancer.

Did you have a mentor or someone that really helped you?  

A few worth mentioning along the way. The owner of the rental company I worked for, Fida Zalloum, was the one who gave me my first shot at mixing and managing projects. Then along the way very few local engineers were helpful except for one, Wissam Jarrah, who I still consider as my mentor and who I go back to for questions and support when needed. Then after I joined Meyer Sound I can honestly say that the entire technical team at Meyer has been beyond supportive and helpful, it has been great being part of this team.

Career Now

What is a typical day like?

I am mostly traveling for my work with Meyer Sound – which I love because not a week is like the other. If I am not on the road then I am working remotely from my apartment in Beirut doing system design, technical support, and education work for the company. I am also still taking on selective projects as a MON or FOH engineer and technical concert/festival management locally.

How do you stay organized and focused?

I am not great at working ahead of time I am more of a work-under-pressure type of person but what helps me stay on time is being organized and sorted in my to-do list and priorities.

What do you enjoy the most about your job?

That there is no overwhelming routine. It is always varied- always on the move in different settings especially when traveling and being in different countries, witnessing and working with different cultures and people.

What do you like least?

Sometimes the extensive traveling takes a toll on me physically but I am learning to take breaks when that happens – still a work in progress!

What is your favorite day off activity? 

Relaxing, reading books, catching up with my loved ones.

What are your long-term goals?

To keep doing what I love and keep learning and exploring new things in this field,

What if any obstacles or barriers have you faced?

The obvious thing about being a woman in this male-dominated field especially in the Middle-East where I come from.

How have you dealt with them?

I just focused on what I wanted – it was clear to me from the beginning that this is what I wanted to be this is what I wanted to work in – and that is the only thing that at the core mattered as long as I was convicted and motivated all the obstacles were obsolete.

Advice you have for other women and young women who wish to enter the field?

Be sure this is what you want because it is not easy – but if it is truly what you want then the difficulties won’t matter in the big picture.

Must have skills?

Emotional intelligence – especially when doing monitors. It is important to know how to read people and how to react and support them in the high-pressure environment that is the stage and performance time.

 

Designing with Meyer Constellation

Using an array of ambient sensing microphones, digital signal processing, and world-class speakers, Constellation modifies the reverberant characteristics of a venue and redistributes sound throughout the space – ensuring a natural acoustic experience. I am very fortunate to have had the experience to design with this system. The Krannert Center for the Performing Arts recently had one of these systems installed into their Colwell Playhouse Theatre. In this article, I will go over how I designed this system for the 2021 November Dance show, how I utilized the 100+ speakers, and how I shaped the environment of each dance piece.

I began the design process by grouping my outputs into zones where they could fulfill a certain purpose. In Cuestation; Meyer’s software interface for their D-Mitri systems; these groups are called buses. I utilized a total of ten buses and over 80 speakers out of the original 127. Paper working and making sure things were clear for my engineer was a new challenge. This system is large and I found color coding and adding legends with further notes really helped represent the system I needed, but also the system that would become the world for the show, audience, and art that dancers were bringing into the space.

These zones allowed me to create a truly immersive experience with the sound. I was consistently using the House Left and Right sides, Rears, and Ceiling buses. However, what I loved the most was the Sub bus. Rather than using the onstage subs with the arrays, I opted to use the installed flown subs. What I have experienced in previous designs is that I prefer the encompassing blanket of sound that subs give when they are flown from a distance. I really didn’t want to localize them to the stage. I did, however, use the Center and Front Fills buses to draw more attention to the stage and dancers. I found that I preferred this balance of sound and the image that is created as an audience member.

I also found that the color-coding, legends, and graphics really helped keep track of this system. It felt daunting at first, but this breakdown allowed me to easily manage all of my outputs. The dance productions here don’t get a ton of time for the tech process, so this setup really helped me adjust levels quickly and not get bogged. I hadn’t worked with this software for a show before and it comes with a learning curve. I needed to stay productive throughout the entire rehearsal process.

Playback also works differently in Meyer’s Cuestation. Playback is often triggered and played back in Wildtracks. Wildtracks uses decks – virtual decks that is. It felt reminiscent of my Dad’s tape deck when growing up. Even though the tech process for this production added several more decks and cues to my original paperwork, I will show you the initial documents and how I set up my playback.

Originally each dance piece had its own deck. You can also see that each dance had a varying amount of Cuestation Inputs. These are the Wildtrack inputs that I then assigned to my buses of speaker zones. For Anna and Jakki’s pieces, I received stereo files. Though this was less than ideal, I stilled sent the music to the buses and crafted a great sound for the piece. Subsequently, I was the designer for Harbored Weight, so I had more opportunities to work with stems and individual tracks to send and pan around the room.

This is the kind of world I like to think and live in as a designer. There was a fourth dance that used only live music. This one was titled Love and only had a Cellist mic’ed on stage. Harbored Weight also had a live pianist accompanying the dancers. With Cuestation, I was able to take the mic’ed signal from these instruments and also send them to my buses. I could do this for onstage monitoring for the dancers or artistically in the house. What I discovered though, was that I could achieve a beautiful presence in the house with the other half of this design – which involves Constellation.

I sculpted a unique constellation setting for each dance piece. This information would be saved within each Cuestation cue – thus being recalled for the top of each dance by the stage manager. Most of the choreographers really wanted a large-sounding reverb. One, in particular, asked for something as close to cave-like as possible. I love these kinds of design requests.

Not only was I able to start with a base setting like ‘large hall’, but I was also able to effect parameters like early reflections, which really helped create a huge immersive sounding space. I was up against a learning curve though. I realized that with the constellation cue, audience members would be applauding at the end of the dance and their claps would be accentuated and echoed around the theatre. I found this to be cool sounding, but obnoxious. This resulted in me having to program more cues and use more Wildtracks decks to turn off Constellation for the end of each dance.

Then there are the designated microphones that capture the sound that makes Constellation processing what it is. For Donald Byrd’s piece Love, I was able to put this already beautiful cello sound through the processing system and hug the audience with its sound and warmth. This really helped for a few reasons. The dance was set to several Benjamin Britten pieces and it was just the cellist and dancers on stage. One cellist can sound small in a large theatre and the choreographer really wanted a big full sound. I mic’d the cello with a DPA 4099, but also used the ambient microphones to capture the instrument and send the signal through the constellation processing and unique patch that I had created. I designed a really warm and enveloping sound that was still localized to the stage and gave the illusion of a full orchestra.

My design for the 2021 November Dance did not incorporate Meyer’s Spacemap side of Constellation. I was able to do everything artistically that I wanted and that the choreographers needed without using Spacemap. I do look forward to using it in future designs though. If this article intrigues you, I would highly recommend looking into Spacemap as well as Spacemap GO.

I love that I can find ways to be a designer and be artistic outside of the typical realm of what it means to be a sound designer. I challenge the idea that crafting a sound system that shapes the sound we play through it isn’t artistic. I think this article shows that this way of thinking is in fact art. Dance often defaults to left-right mains with onstage monitors and side fills, but contemporary dance is pushing against that envelope. Sound designers and other artistic minds need to be there to receive those pushbacks and birth a new way of making art. Much like how Meyer continues to develop innovative tools that help us be better artists and better storytellers.

    Photo credit goes to Natalie Foil. All other images within this article are from my personal paperwork for the 2021 November Dance production. 

 

Meyer Sound Supports SoundGirls

Meyer Sound is supporting SoundGirls and our members with a reduced registration fee for their public training courses. All upcoming courses, along with registration links, are listed on their events calendar on the “Training” page of the Meyer Sound website:

SoundGirls members can enroll at a 50% discount for any courses for which Eventbrite serves as the registration platform. That constitutes most of Meyer’s domestic and international courses; however, for some international events, the local host manages registration and collects the associated fee via a contact link or proprietary registration platform, in which case, SoundGirls members should contact us for help with registration.

Email SoundGirls to receive your registration discount code. soundgirls@soundgirls.org

 

 

 

 

 

SoundGirls México en sound:check Xpo 2019

SoundGirls es una organización sin fines de lucro que busca generar una red profesional para apoyar principalmente a las mujeres, ya que estadísticamente representamos el 5 por ciento dentro de la industria de la música y producción.

Este año, SoundGirls en México rompió paradigmas y prejuicios, gracias a la unión de personas que eligieron romper fronteras mentales y apostaron por el camino del arte, la creación y la tecnología.

Como cada año desde 2015, soundgirls.org ha sido acreedor a un espacio dentro del evento más importante de la industria actualmente en Latinoamérica: sound:check Xpo. Gracias al acercamiento con su director general, Jorge Urbano, hemos sido anfitrionas y creadoras de experiencias diferentes para miembros de la organización y para el público en general, sin distinción de género.

Soundgirls.org sede México inició dentro de sound:check Xpo con un espacio muy pequeño, suficiente para comenzar la convocatoria en CDMX. Cada año nos hemos dado a la tarea de generar espacios innovadores y únicos, siendo pioneras en la implementación de la tecnología y el arte, proponiendo un tema diferente en cada una de nuestras participaciones.

Cuatro años, después con una estructura mucho más fuerte y gracias a un equipo de profesionales dentro de la industria, además del apoyo de grandes empresas como patrocinadores, logramos realizar una experiencia jamás vivida anteriormente con el tema “Sonido Inmersivo”.

Desde noviembre de 2018, dio inicio una idea poco convencional, que fue presentar nueva tecnología en el país, aunada a la implementación de protocolos poco utilizados y explorados actualmente en América Latina. Fue en enero de 2019, dentro de The NAMM Show 2019 (Anaheim, California, Estados Unidos), que se dio la  reunión con la co-fundadora de SoundGirls, Karrie Keyes, y fue entonces que comenzó el acercamiento con diferentes marcas, en busca de patrocinadores para llevar a cabo esta experiencia en México.

El primer reto fue contar con el apoyo de empresas que llevaran a cabo la importación del equipo necesario para tan ambicioso proyecto. Poco a poco se fue aterrizando la idea general, la cual fue mostrar algunos formatos de sonido inmersivo (360 grados, 3D y Atmos), aplicados en su mayoría para sonido en vivo. Gracias a mi trayectoria profesional, pude tener acercamiento con los especialistas dentro de cada área, quienes en su mayoría, al escuchar la idea, no dudaron en apoyar.

Ya que nos quisimos enfocar a sonido en vivo, el mundo inmersivo de monitores fue controlado por KLANG, para brindar monitoreo personalizado a los músicos en un formato binaural con sonido 3D. Cuando comencé a plantear cuál sería el formato de mezcla para FOH, me enfrenté con el mayor reto dentro de este proyecto, ya que desafortunadamente ninguna de las marcas reconocidas dentro del mercado del sonido inmersivo en vivo quiso participar, pero esto no fue obstáculo y seguí con la idea original sin desviar mi objetivo principal: hacer y mezclar por primera vez en México un show en vivo con sonido de estas características.

Para el mes de febrero, teníamos confirmadas la mayoría de las ponencias, pero aún no sabíamos si Karrie Keyes nos acompañaría y no teníamos forma de mezclar FOH en un formato inmersivo.

Poco después se lanzó, a través de la plataforma de SoundGirls, una petición para voluntarias dentro del booth, sin contar aún que es lo que se llevaría a cabo dentro de él. La respuesta fue maravillosa, muchas mujeres comenzaron a responder para apoyar auténticamente el evento y por primera vez, mujeres del interior de la República Mexicana y de otros países latinoamericanos viajaron a México para colaborar

Se comenzó a formar el equipo de profesionales, comenzamos juntas colaborativas y repartición de áreas de trabajo que funcionarían como guías con las voluntarias (un tipo de mentoras para los participantes). Por otro lado, aún no sabía cómo se mezclaría el FOH con sonido inmersivo.

A mediados de febrero, el equipo de Dolby.lab Brasil, encabezado por Daniel Martins, junto con Daniel Castillo, se unieron al proyecto, dando la opción de obtener un equipo muy especial y único, propiedad de Dolby, con el cual se realizan mezclas en tiempo real para broadcast, pero desafortunadamente, debido a la premura, no logramos realizar el tramite correspondiente. Fue entonces que un mes antes de dar inicio al evento, Marina Bello (ingeniera de sonido), confirmó su asistencia como guía y encargada de monitores, y al integrarse más al proyecto, me contactó con Ianina Canalis, ingeniera de sonido argentina que programó como tesis un software para mezclar FOH en formato inmersivo aplicado a sonido en vivo (ISSP).

Inmediatamente me puse en contacto con ella para saber su disposición y platicarle de SoundGirls y me sorprendió saber que ya era miembro de la organización desde hace varios años. Después de video-conferencias México-Londres, se decidió que Ianina viajara a México presentado su software (ISSP) y formara parte de un acontecimiento único: mezclar por primera vez en México y Latinoamérica sonido en vivo con un sistema inmersivo. Ianina se sumó al equipo y se incluyó dentro de las conferencias, mientras que por otro lado, Karrie Keyes confirmó su visita a México para representar a soundgirls.org.

Todo el mes de marzo estuvimos en el estudio de 3BH para realizar pruebas y pre-mezclas y platicar con los músicos intrépidos y aventureros a quienes les expliqué, en mi punto de vista, cuál es la mejor forma de presentar y mezclar en un sistema inmersivo, por lo que decidimos que para mantener un sweet spot o CLA, con mayor cobertura y mayor definición, todos los instrumentos deberían de ser digitales, exceptuando la voz y bombo para algunos músicos. Esta idea fue para evitar, el mayor sonido directo proveniente del escenario (contaminación acústica) y pudiéramos mezclar de una forma inmersiva la mayor cantidad de canales en un formato 360 grados.

Junto con este sistema de sonido, también se realizó un diseño especializado de lásers, así como luces para los shows y proyecciones, con el fin de generar dimensiones 3D para los diferentes sentidos.

El resultado que se obtuvo en todas las actividades dentro del booth de SoundGirls, fue gracias a la suma del conocimiento de todas y cada una de las personas que hicieron posible esta gran experiencia, lo que marcó un nuevo conocimiento, una nueva tecnología y una nueva forma de escuchar y mezclar el sonido.

Especialistas, ingenieros, estudiantes, técnicos, artistas y ponentes aportaron de gran forma para impulsar la industria, buscando nuevas formas de arte, nuevos retos y desafíos que compartimos todos los que hicimos esto posible.

¡A todos y cada una de las/los participantes, gracias!

Después de compartirles mi experiencia de cómo una idea se fue haciendo realidad, quiero compartirles una etapa fundamental que nos permitiría estar seguros de que realmente funcionará todo el sistema en conjunto; esto es, entender todo el flujo de señal que llevaremos a cabo. Yo sé que para muchos que me acompañan hasta aquí, sabrán que es sumamente importante. El principal desafío para todos, fue unificar lo más posible los diferentes sistemas de reproducción de sonido inmersivo.

Comenzamos con el diseño de altavoces y normas para los diferentes sistemas:

Las normas que se utilizan en formatos ATMOS (broadcast y cine),  son específicas y detalladas. Debemos seguir una ecualización especial (dependiendo del volumen de cuarto), así como dependiendo del formato (5.1,7.1 & Atmos), debemos respetar una presión sonora por formato.

Sonido en vivo de sistema inmersivo

Para tener mayor cobertura, se colocan arreglos de bocinas a la misma altura y distancia, preferentemente de 5 a 7 sistemas al frente (número impar), con un refuerzo sonoro en los costados y en la parte trasera del recinto, cubriendo un área de 360 grados. Tomando esto en cuenta, lo primero con lo que nos enfrentamos es hacer un diseño para el refuerzo sonoro inmersivo con Dolby y para hacer una mezcla de sonido en vivo.

El diseño sonoro del recinto se realizó con el software especializado DARDT ( Dolby Audio Room Design Tool) de Dolby.Lab, en donde se hizo el arreglo de altavoces en 7.1.4. Se utilizó un total de doce altavoces con salidas discretas (señal independiente), mientras que para el diseño de sonido en vivo se utilizó el software MAPP de Meyer Sound. Básicamente, la diferencia entre uno y otro fue cambiar el altavoz central, que para Dolby debe estar a la altura de escucha (1.20 metros). Para sonido en vivo se utilizó un sistema suspendido en el soporte frente al escenario, junto con los demás puntos de PA.

Para el procesamiento de la señal, usamos dos Galileos (Meyer Sound), en los cuales se programaron snapshots para llamar memorias con los diferentes formatos que se calibraron, siguiendo las normas correspondientes (antes mencionadas), en este caso, 7.1, ATMOS y sonido inmersivo 360 grados para la mezcla en vivo.

Otro gran reto fue no utilizar snake analógico y sustituirlo por cableado ethernet CAT6, usando como preamplificadores interfaces REDNET Focusrite con splitter digital, de forma que nuestro principal protocolo de transmisión fue DANTE – Audinate, evitando así múltiples conversiones AD/DA.

Todos los sistemas fueron interconectados por medio de un switch CISCO, creando una red donde usamos todos los recursos; esto es, 64 canales de entrada con 54 canales de salida digitales , para sincronizar todos los sistemas, se utilizó el reloj de la consola de FOH (Clock Master) vía DANTE.

Por otro lado, se reprodujeron sesiones en Pro Tools en formatos 7.1 y con el software para sonido inmersivo de Dolby Atmos Renderer, para mostrar el área de entretenimiento en casa, se utilizó un AV Integra para reproducir contenido ATMOS de un bluray, USB y Apple TV.

En el mundo de los monitores, se hicieron ocho mezclas estéreo con IEM Shure PSM900, utilizando audífonos Ultimate Ears y como hardware sonido 3D binaural, se utilizó el sistema KLANG. Cabe mencionar como dato importante, que no se utilizaron monitores de piso y la audiencia tenia acceso a una mezcla inmersiva utilizando interfaces AM2 de Focusrite.

Por último, se realizó una grabación multi-track de todos los canales de entrada, junto con un micrófono Ambisonics Rode NT- SF1 por medio de UBMADI, utilizando consolas Digico SD12 con tarjeta DMI DANTE y un Rack D2. El sistema de microfonía inalámbrica fue SHURE AXIEN DIGITAL.

Diagrama del flujo de señal.

 

SoundGirls México on sound: check Xpo 2019

SoundGirls is a non-profit organization that seeks to generate a professional network to support mainly women since statistically, we represent the 5 percent of women working in professional music and production industry.

This year, SoundGirls in Mexico broke paradigms and prejudices, thanks to the union of people who chose to break mental boundaries and bet on the path of art, creation, and technology. We wish to thank our sponsors Digico, Klang, Meyer Sound, Dolby, and sound: check Xpo.

Every year since 2015, SoundGirls has been awarded a space within the most important event in the industry currently in Latin America: sound: check Xpo. Thanks to the general director, Jorge Urbano, we have been able to host creators and different experiences for members of the organization and the general public, without distinction of gender.

SoundGirls Mexico started inside sound: check Xpo with a very small space, enough to start the call in CDMX. Each year we have given ourselves the task of generating innovative and unique spaces, being pioneers in the implementation of technology and art, proposing a different theme in each of our participation.

Four years later we are a much stronger structure, and with the help of a team of professionals within the industry, and the support of professional companies as sponsors, we managed to provide an experience with the theme “Immersive Sound.”

Since November 2018, an unconventional idea began, which was to present new technology in Mexico, coupled with the implementation of protocols not used or currently explored in Latin America.

The first challenge was to have the support of companies that carried out the import of the necessary equipment for such an ambitious project. Little by little, the general idea was landed, which was to show immersive sound formats (360 degrees, 3D and Atmos), applied mostly for live sound.

Since we wanted to focus on live sound, the immersive world of monitors was controlled by KLANG, to provide personalized monitoring to the musicians in a binaural format with 3D sound. When I started to think about the mix format for FOH, I faced the biggest challenge in this project, since unfortunately none of the recognized brands within the live immersive sound market wanted to participate, but this was not an obstacle, and I followed with the original idea without diverting my main objective: to make and mix for the first time in Mexico a live show using immersive sound.

In mid-February, the team of Dolby.lab Brazil, headed by Daniel Martins, along with Daniel Castillo, joined the project, allowing us to work with a special and unique team.  Marina Bello (sound engineer), confirmed her assistance as a guide and was in charge of monitors, and as she became more involved in the project, she connected me with Ianina Canalis, an Argentinean sound engineer who  has programmed and designed software to mix FOH in an immersive format applied to live sound (ISSP).

Immediately I contacted Ianina to discuss SoundGirls, and I was surprised to know that she was already a member of the organization for several years. After the Mexico-London videoconferences, it was decided that Ianina would travel to Mexico to present her software (ISSP) and be part of a unique event: mixing for the first time in Mexico and Latin America live sound with an immersive system. Ianina joined the team and was included in the lectures. Check out ISSP here

Shortly afterward, a petition for volunteers inside the booth was launched through the SoundGirls platform, without even saying what would take place inside it. The response was wonderful, many women began to respond to support the event and for the first time, women from the interior of the Mexican Republic and other Latin American countries traveled to Mexico to collaborate

The team of professionals began to be formed, we started collaborative meetings and shared areas of work that would work as guides with the volunteers (a type of mentor for the participants).

The whole month of March, we were in the studio of 3BH to do tests and pre-mix and talk with the adventurous musicians who would play and be mixed in immersive sound.  We decided that to maintain a sweet spot or CLA, with greater coverage and greater definition, all instruments should be digital, except for the voice and bass for some musicians. This idea was to avoid the direct sound coming from the stage (noise pollution), and we could mix in an immersive way the most channels in a 360-degree format.

Along with this sound system, specialized design of lasers were showcased, as well as lights and projection, to generate 3D dimensions for the different senses.

The result that was obtained in all the workshops and seminars at the SoundGirls Venue was thanks to the sum of the knowledge of every one of the people that made this great experience possible, which provided new knowledge and technology and a new way to listen and mix live sound.

Specialists, engineers, students, technicians, artists, and speakers contributed in a great way to boost the industry, looking for new forms of art and challenges.

To each and every one of the participants, thank you!

I want to share with you the fundamental stage that would make sure the entire system would work together. The main challenge for all of us is to unify as much as possible the different immersive sound reproduction systems.

We started with the design of speakers and standards for the different systems:

The standards used in ATMOS (broadcast and cinema) formats are specific and detailed. We must follow a special equalization (depending on the volume of the room), as well as depending on the format (5.1.7.1 & Atmos), we must respect sound pressure by format.

Live Sound – The Immersive System

To have greater coverage, speaker arrays are placed at the same height and distance, preferably from 5 to 7 systems at the front (odd number), with a sound reinforcement on the sides and at the back of the enclosure, covering an area of 360 degrees. Taking this into account, the first thing was to design a system with Dolby.

The sound Design for the venue was designed with Dolby.  Using Lab’s Dolby Audio Room Design Tool (DARDT) software, the speaker arrangement was made in 7.1.4. A total of twelve loudspeakers with discrete outputs (independent signal) were used. Meyer Sound MAPP software was used for the system. Basically, the difference between one and the other was to change the center speaker, for Dolby, it must be at listening height (1.20 meters). For live sound, we used a system suspended in front of the stage, together with the other PA points.

For the processing of the signal, we use two Galileos (Meyer Sound), in which snapshots were programmed to call memories with the different formats that were calibrated, following the corresponding norms (previously mentioned), in this case, 7.1, ATMOS and sound Immersive 360 degrees for the live mix.

Another challenge was not to use an analog snake and replace it with CAT6 ethernet cabling, using REDNET Focusrite interfaces with the digital splitter as preamplifiers, so that our main transmission protocol was DANTE – Audinate, thus avoiding multiple AD / DA conversions.

All the systems were interconnected using a CISCO switch, creating a network where we use all the resources; that is, 64 input channels with 54 digital output channels, to synchronize all the systems, the clock of the FOH (Clock Master) console was used via DANTE.

Pro Tools sessions were reproduced in 7.1 formats and with Dolby Atmos Renderer immersive sound software, to show the home entertainment area, an Integra AV was used to play ATMOS content of a bluray, USB and Apple TV.

In the world of monitors, eight stereo mixes were made with IEM Shure PSM900, using Ultimate Ears IEMS and the binaural 3D KLANG system was used. It is important to mention that no floor monitors were used and the audience had access to an immersive mix using AM2 interfaces from Focusrite.

Finally, a multi-track recording of all the input channels was made, along with an Ambisonics Rode NT-SF1 microphone through UBMADI, using Digico SD12 consoles with DANTE DMI card and a D2 Rack. The wireless microphone system was SHURE AXIEN DIGITAL.

Diagram of the signal flow.

 

SoundGirls Orlando Expo 2019

The  SoundGirls Orlando Expo 2019 is scheduled

We are also seeking volunteers to help run the expo if you are interested in volunteering please sign up here

SoundGirls is excited to announce the 2nd SoundGirls Orlando Expo. Hosted by Full Sail University and organized by the Orlando SoundGirls Chapter, the expo will feature a  number of panel discussions, seminars and audio manufacturer demos and training sessions.

Manufacturers, Panels, and Seminars TBA

Consideraciones para realizar un diseño de refuerzo Sonoro.

Que es el diseño de refuerzo sonoro? Reproducción del sonido en una determinada área de audiencia mediante medios artificiales, que tienen como finalidad realizar una amplificación del sonido para obtener un nivel de presión sonora homogéneo (se consideran aceptables las diferencias de +-6dB) en todos los puntos del recinto a sonorizar, además de asegurarle la inteligibilidad del mensaje a cada uno de los escuchas.

A continuación, mencionaremos algunas consideraciones a tener en cuenta para el diseño de refuerzo sonoro:

1) Consideraciones acústicas previas. Se deberá realizar un análisis de diferentes parámetros, tales como: Tiempo de Reverberación(RT60), inteligibilidad, Definición (D), Claridad de la voz (C80), RASTI, %ALcons.

PARÁMETRO ACÚSTICO VALOR RECOMENDADO
Tiempo de reverberación medio (500 Hz – 1 kHz), sala llena 0,7 ≤ RTmid ≤ 1,2 s
Claridad de la voz C50(“ speech average), sala llena C50 > 2 dB
Definición D (de 125 Hz a 4 kHz), sala ocupada D > 0,50
Relación primeras reflexiones ERR, sala vacía u ocupada 2 ≤ ERR ≤ 6
STI/RASTI, sala ocupada STI/RASTI ≥ 0,65

 

TIPO DE RECINTO REVERBERACION (s)
Cine 0.4 s
Salón de Clases 0.6 s
Teatro y Música Auto amplificada 1.0 s
Sinfónica 2.2 s
Iglesias 3.0 s

2) Debemos preguntarnos qué tipo de recinto vamos a sonorizar

 

3) Solicitud de planos del reciento a diseñar.  En este punto se recomienda tener medidas del lugar por medio de un scouting al recinto; se deberán solicitar planos en AutoCAD, tanto en vistas en 3D, 2D, plantas y cortes del recinto, para poder realizar un análisis exhaustivo. Asimismo, debemos recordar que este diseño se llevará a cabo en la práctica, por lo que no debemos olvidar hacernos diferentes preguntas que nos permitan determinar el alcance adecuado del proyecto: ¿que se espera de este diseño de refuerzo sonoro por parte del solicitante?, ¿existe alguna obstrucción visual posible?, ¿existe limitación en cuanto a peso del equipo?, ¿es un espacio abierto o cerrado? a nivel subjetivo ¿que se busca o que se espera?, ¿qué tipo de sistema se solicita: arreglo lineal o sistema convencional?, todo esto encaminado a determinar el alcance adecuado del proyecto.

 

4) Análisis de cobertura.  Se aplicarán y comprobarán diferentes técnicas de diseño apoyándonos de un software de predicción, tal como MAPPXT el cual se utiliza para medir y cuantificar parámetros. En este punto debemos ser capaces de resolver problemas de interacción entre altavoces, selección de nivel de presión sonora adecuado, análisis de la respuesta en frecuencia y fase en diferentes puntos del recinto, cobertura vertical, horizontal, ubicación de altavoces, ángulo de inclinación y peso de altavoces, distribución de señales para un adecuado ajuste del sistema buscando así una cobertura homogénea en todos los escuchas por igual. Asimismo, debemos aplicar parámetros de referencia o normas existentes según el tipo de aplicación; por ejemplo: en cines con formato de reproducción ATMOS existen normativas por parte de Dolby que ofrecen especificaciones a cumplir referentes a nivel de presión sonora, altavoces en pantalla, posición de altavoces, niveles de presión sonora en la zona de baja frecuencia, entre otros. En recintos deportivos existen normativas que ofrece la FIFA como guía para realizar un diseño. De igual forma, se deberá realizar el análisis de qué tipo de sistemas serán necesarios con base a las necesidades de cobertura de los altavoces: sistema principal, sistema frontal, sistema bajo balcón, sistema de retraso, sistema lateral, sistema de baja frecuencia, sistema multicanal 5.1, 7.1, por mencionar algunos. Al finalizar dicho análisis se genera una memoria de diseño del mismo.

 

5) Supervisión de montaje.  Una vez que se terminó la etapa anterior, lo más importante que se debe considerar y no debemos olvidar es que ese diseño se llevará a cabo en la práctica, por lo que debemos asegurarnos que el diseño se lleve a cabo tal como se planteó. En ese momento debemos contar con las herramientas adecuadas para poder supervisar dicho montaje, tal como inclinómetro, láser, cintas métricas y memoria de montaje.


Gabriella Galán Mendicuti estudió audio estudios como ingeniera de telecomunicaciones con especialización en audio y video en la Universidad Politécnica de Madrid. Ella ha estado involucrada en audio profesional durante los últimos 12 años con un énfasis especial en el diseño de refuerzo de sonido. Actualmente trabaja en Meyer Sound México como Especialista en Servicios de Diseño para México y América Latina. Ha participado en varios diseños de refuerzo de sonido de los lugares más importantes en varios países, como teatros, iglesias, espectáculos en vivo, eventos especiales y lugares.

 

 

Considerations for a Sound Reinforcement Design.

What is the sound reinforcement design? Reproduction of the sound in a certain audience area by artificial means, which have the purpose of amplifying the sound to obtain a homogeneous sound pressure level (the differences of + -6dB are considered acceptable) in all the points of the room to sound, in addition to ensuring the intelligibility of the message to each of the listeners.

We will outline some considerations to take into account for the sound reinforcement design

 

 

ACOUSTIC PARAMETER RECOMMENDED VALUE
Average reverberation time (500 Hz – 1 kHz), full room

Average reverberation time (500 Hz – 1 kHz), full room

0,7 ≤ RTmid ≤ 1,2 s

0,7 ≤ RTmid ≤ 1,2 s

Clarity of the voice C50 (“speech average), full room C50 > 2 dB
Definition D (from 125 Hz to 4 kHz), occupied room D > 0,50

D > 0,50

Relationship first reflections ERR, empty or occupied room 2 ≤ ERR ≤ 6
STI / RASTI, occupied room STI/RASTI ≥ 0,65

 

ENCLOSURE DESING REVERBERATION   (s)
Cinema 0.4 s

.4 s

Classroom 0.6 s
Theater and Music  autoamplified 1.0 s
Symphonic 2.2 s
Churches 3.0 s

 

 

 

 

 

 

3) Request for drawings of the design to be designed. At this point it is recommended to have measurements of the place by means of a scouting to the enclosure; Plans must be requested in AutoCAD, both in 3D, 2D, plant, and court views, in order to carry out a thorough analysis. Likewise, we must remember that this design will be carried out in practice, so we must not forget to ask ourselves different questions that allow us to determine the adequate scope of the project: what is expected from this sound reinforcement design by the applicant? Is there any possible visual obstruction? Is there a limitation regarding the weight of the equipment? Is it an open or closed space? At a subjective level, what is being sought or what is expected? What kind of system is requested: the linear arrangement or conventional system? All this aimed at determining the adequate scope of the project.

4) Coverage analysis. Different design techniques will be applied and tested, supported by a prediction software, such as MAPPXT, which is used to measure and quantify parameters. At this point we must be able to solve problems of interaction between speakers, selection of adequate sound pressure level, analysis of frequency response and phase at different points of the enclosure, vertical, horizontal coverage, location of speakers, angle of inclination and weight of loudspeakers, distribution of signals for an adequate adjustment of the system looking for a homogenous coverage in all listeners alike. Likewise, we must apply reference parameters or existing standards according to the type of application; for example: in cinemas with ATMOS playback format there are regulations by Dolby that offer specifications to be met regarding sound pressure level, on-screen speakers, speaker position, sound pressure levels in the low-frequency area, among others. In sports venues, there are regulations that FIFA offers as a guide to design. Likewise, the analysis of what kind of systems will be needed based on the speaker coverage needs must be carried out: main system, front system, balcony system, delay system, lateral system, low-frequency system, system multi-channel 5.1, 7.1, to mention a few. At the end of this analysis, a design memory is generated.

 

5) Assembly supervision. Once the previous stage is finished, the most important thing that should be considered and we must not forget is that this design will be carried out in practice, so we must ensure that the design is carried out as it was proposed. At that time we must have the right tools to monitor such assemblies, such as inclinometer, laser, tape measures and mounting memory.


Gabriella Galán Mendicuti studied audio studies as a telecommunications engineer with a specialization in audio and video at the Polytechnic University of Madrid. She has been involved in professional audio for last 12 years with a special emphasis on sound reinforcement design. She currently works at Meyer Sound Mexico as a Design Services Specialist Tech Support for Mexico and Latin America. She has participated in various sound reinforcement designs of the most important venues in various countries, such as theaters, churches, live shows, special events, and venues.

 

Notes on American Idiot

 

I knew it was a good show five minutes into the first run-through. The LSMT cast was energetic and tight, and the show itself was amazing. Great. There were some alarming moments in the run-through; the cast threw themselves around, and there was a bit of singing while lying on the floor. Then there was the fan, a huge fan blowing into the cast while they were singing. This presented some issues to solve regarding radio mics. (more…)

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