Posts Tagged ‘# mixer’

Now you should have a comfortable of understanding – MIDI is a communication system between equipped devices.  This information allows us real-time control of receiving devices.  While there are a lot of basic on-off commends (actions) like note, sustain, start, stop, there are other commands that offer a range of control, typically 1 – 128 (or zero – 127).  Basic computer stuff, so we are stuck with a lot of groups dealing with 8, 16, 128.  You get used to it.  These continuous controller commands can be used to change how the receiving device or sound responds to the movement of the continuous controller. 

Here, I am not talking about the keyboard or sample trigger.  These are basically in-put hardware.  A few examples commonly found are modulation wheels, pitch bend wheels, joysticks, ribbons, foot controllers, and faders.  As mentioned earlier, you can send channel information to a number of receiving devices.  You can use the keyboard as you Master controller and assign one continuous controller to signal the light board to fade in or out and anywhere in-between.  In some set-ups you can use a sustain pedal connected to the Master Controller and when depressed, the light board receives the command (MIDI message) and the fog machine will be triggered.  Key pad triggers can be set up to do the same thing, but as you know, not every device is compatible with every other device, and sometimes features are left out from model to model.  But with most available manufacturer’s, you can easily accomplish versions of the above.

Performing in a duo band, my partner and I played guitars, I played keys, we both sang, he controlled a drum machine with bass pedals and I controlled a programmable drum machine.  As we did more popular dance style music, I would use the drum machine (sometimes when it was idle during a song and sometimes as another layer…) to sequence the synth-bass line of a cover tune.  Then I could play more keyboard parts live for a fuller sound.  As a songwriter, I have used this a bunch to create new audio landscapes and textures I probably would not have found on my own.  So try this if you have the necessary toys;

Take a drum machine or a MIDI drum pattern and play it over and over.  Now, change the sound of the MIDI receiving device or direct to another tone generator (yes!, for visual effects you can also do this to run lights if the sequence is done with the light board in mind).  But don’t just change to another drum or percussion patch.  Change it to a synth bass sound or orchestral strings – and keep changing.  Some sound settings you will not hear anything at all (probably because the drum notes are typically short in duration (and should be as we will get to later) and the sound has a slow attack and is not responding quickly enough to make the programmed tones audible.  (for this you can try holding down a sustain pedal if available and see how the sound responds to longer duration) I plan to go into the properties of ADSR in future series, so we will cover that in detail later.  Some sounds you will not hear every note from the drum pattern but as you listen to a wide variety of sounds, you will find this is OK. 

If needed, change the MIDI Note Number (oh, man, another topic!) from a crash or cowbell in the drum pattern and you can make it trigger another note that might be closer to the key or scale you are working in.  As you know, MIDI also provides real time control, so you can trigger other devices using this function during live performances and still keep it live.

Sound reinforcement can be broken up into simple segments and based on need of reinforcement project, we can narrow down the staggering options that can distract us.  Let’s dig in.

If you will only use pre-recorded music or audio tracks, this is relatively easy and you will get there quickly.  I will concentrate on the live performance for this series.  We will look at the needs of the band members, the requirements of the audio gear, understanding the environmental effects and the basic strategy to make it all work together.

Once you know the number of performers and the location of the event, you can begin planning on getting the gear you need and an idea of the requirements for great sounding – crowd pleasing live events.  The first step is to get an idea of the show/act/performance.  Live drums?  Keyboards or brass section?  Speech or information, you get the idea. 

Get an accurate count of the number of inputs you will need.  The total is important.  This can determine the size and capability of the mixer and the requirements of cabling, ‘monitors’, stands and microphones needed to cover the performance.  Then break them down into basic groups. 

Keep in mind that for making a live performance work, you need to have two totally independent sound systems available and in control so if we think about it, there is a sound system on the stage with the performers so they can hear themselves – and other performers – and any media they need to be aware of or perform with.  The audience requires the second system and this makes the party get started when the ‘house sound‘ gets cranked up and sounds great.

Most band /performer gear and audio cables will be connected to a long cable with a box at the end called a ‘snake‘.  Most inputs will be ‘mic‘ cables with three connectors for low ‘impedance‘ sources.  The microphone of your choice connects to a mic cable then gets plugged into this box on stage.  The snake connects that input to a very long cable leading up to the ‘mixing or sound board‘.  The sound board can listen separately to each input from the snake and can send that signal to a variety of ‘audio outs‘.  We will focus on the basic ones needed the vast majority of the time now and add more later on in this series.

The mixer – sound engineer will be able to send some of each performer’s input signal back through the snake to the amplifiers and their related on-stage speakers or in-ear monitors, etc.  (in this process it is really handy for the sound engineer to bring his/her own microphone….!!!!  That way once you turn on the stage monitors (on-stage speakers for performers) you can talk directly to anyone on stage and the main speakers going to the audience can be turned off so the audience will not hear you).  This allows you to quickly communicate to band members to help you sound check quickly.

The mixer – sound engineer will also send measured amounts of all performers’ inputs – all blended into a clear representation of the performance – to the main or house amplifiers and their related speakers/cabinets.  Effects like reverb and delay can be added to enhance the overall sound and ‘feel’ of the music/performance. 

That is the first goal.  Create two sound systems with the mixing board as the hub.  Operate them independently and you will be miles ahead of the rest of the ‘sound gurus’ I have heard out there.