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Junior Varsity
How do the attributes of a room affect the EQ?
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<blockquote data-quote="Eric Cagle" data-source="post: 41229" data-attributes="member: 277"><p>Re: How do the attributes of a room affect the EQ?</p><p></p><p>+1 on what everybody else said. You can even do the run the faders up on the house EQ ring out trick with some music if you don't have an analyzer or pink noise. Pick a song that has a good spectral balance (Earth Wind And Fire "September" always worked for me) Start flat then run each band up and listen to what is going on. Put it back to flat or pull it down as needed if you have to clear up something and go to the next band. If you move a fader a small amount and you get a huge change compared to the other faders you have a problem so cut as needed. As a general rule don't boost anything and keep the EQ as flat as possible, just cut to compensate for the major problems. You can do this to some extent during the performance as the acoustics change with people etc. Eventually you will learn your frequencies and not need to probe around as much. As Dick said, "The more you do it , the better you get." You can download "Simple Feedback Trainer" <a href="http://sft.sourceforge.net/" target="_blank">http://sft.sourceforge.net/</a> which is a series of sinewave tones (not the same as a third octave worth of broadband material but it will get you close and as a plus will help you determine feedback frequencies).</p><p></p><p>Positioning of the speakers can go a long way in taming some problems, especially in the upper octaves. If they are horn loaded try to aim so the pattern is less firing at a wall to eliminate reflections. Get the speakers up higher if possible. If anyone can't see the tweeter you can bet they can't hear it as well. You are trying to get as much direct sound from the speakers to the listeners as possible while at the same time eliminating as much reflected sound as possible.</p><p></p><p>If you have the capability delay the mains to or slightly behind the backline. Use your ears for the final amount. Like everything else it varies with temperature, humidity, position, etc. etc. This will tend to reinforce the sound of an instrument rather than fight with it. When I started many years ago this was not an option. Now I can hear the actual drum kit and guitars rather than a bunch of mud and slosh fighting with my lovely sound in the PA. The instruments will have 3 dimensional position as well as volume.</p><p></p><p>Above all else it starts on stage with the players and instruments. Sometimes a little more damping in a kik drum or a little tape on the outer edge of a tom to kill some of the overtone can go a long long way. Turning a guitar amp sideways and facing the player for those that absolutely positively feel the need to turn up to eleven can help as well. We are in Junior Varsity so I am assuming we are dealing with at least some local artists where it might be possible to help with the stage sound. Remember we are capturing and reinforcing a performance. Any "bad acoustics" here aren't going to get any better no matter how much processing is applied slight of the mute button.</p></blockquote><p></p>
[QUOTE="Eric Cagle, post: 41229, member: 277"] Re: How do the attributes of a room affect the EQ? +1 on what everybody else said. You can even do the run the faders up on the house EQ ring out trick with some music if you don't have an analyzer or pink noise. Pick a song that has a good spectral balance (Earth Wind And Fire "September" always worked for me) Start flat then run each band up and listen to what is going on. Put it back to flat or pull it down as needed if you have to clear up something and go to the next band. If you move a fader a small amount and you get a huge change compared to the other faders you have a problem so cut as needed. As a general rule don't boost anything and keep the EQ as flat as possible, just cut to compensate for the major problems. You can do this to some extent during the performance as the acoustics change with people etc. Eventually you will learn your frequencies and not need to probe around as much. As Dick said, "The more you do it , the better you get." You can download "Simple Feedback Trainer" [url]http://sft.sourceforge.net/[/url] which is a series of sinewave tones (not the same as a third octave worth of broadband material but it will get you close and as a plus will help you determine feedback frequencies). Positioning of the speakers can go a long way in taming some problems, especially in the upper octaves. If they are horn loaded try to aim so the pattern is less firing at a wall to eliminate reflections. Get the speakers up higher if possible. If anyone can't see the tweeter you can bet they can't hear it as well. You are trying to get as much direct sound from the speakers to the listeners as possible while at the same time eliminating as much reflected sound as possible. If you have the capability delay the mains to or slightly behind the backline. Use your ears for the final amount. Like everything else it varies with temperature, humidity, position, etc. etc. This will tend to reinforce the sound of an instrument rather than fight with it. When I started many years ago this was not an option. Now I can hear the actual drum kit and guitars rather than a bunch of mud and slosh fighting with my lovely sound in the PA. The instruments will have 3 dimensional position as well as volume. Above all else it starts on stage with the players and instruments. Sometimes a little more damping in a kik drum or a little tape on the outer edge of a tom to kill some of the overtone can go a long long way. Turning a guitar amp sideways and facing the player for those that absolutely positively feel the need to turn up to eleven can help as well. We are in Junior Varsity so I am assuming we are dealing with at least some local artists where it might be possible to help with the stage sound. Remember we are capturing and reinforcing a performance. Any "bad acoustics" here aren't going to get any better no matter how much processing is applied slight of the mute button. [/QUOTE]
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