Computers
ASM
Music
Another View
Sound Systems
Wires and Connectors
Amplifier Power Ratings
The Speakers
Computers
Most of people that work with computers don't know how it works. It
Just works!
Infact computers were them most developed object last century, and
they were the object that helped the develop of comunications, equipment
and even it's selve.
Computers were the invention of the millenium they were made to help
the ones that made it!
If you know how a computer works, you have an future!
What they are and how they work!
How does a computer work?
How....?
You may know how a cd-rom works, but you don't know a processor works.
That's what i am going to.....
First you need to learn ASM
ASM
ASM stands for assembly, witch is the cpu internal language.
To learn about ASM there is nothing better than the links i provide
in the link selection
The best link for learning ASM is This
one
I will continue later !
Music
Basic Knowledge:
OVERVIEW OF DIGITAL SOUND
If you are new to digital sound editing, it will be well worth your
time to become familiar with some of the basic concepts. In this section
we cover the most important fundamentals. However, we strongly recommend
that you page through a book on digital audio and sound recording if you
want to get the most out of editing and digital signal processing
features.
SOUND WAVES
You can think of air pressure as the density of air molecules. When
an object vibrates or moves, it displaces air molecules causing a pressure
change. This in turn, causes other air molecules to move. We don't hear
air pressure changes caused by the weather. Instead, we hear air pressure
differences that vary rapidly over time. When you hear a sound, you are
sensing changes in the air pressure around your eardrum. These vibrations
are then picked up by your ears and converted to electrical signals that
your brain interprets as sound. If we were to graph the air pressure at
your eardrum as a function of time while you were listening to a short
sound, it might look like the waveform that follows.
LOUDNESS AND PITCH
When there is no sound wave, the air pressure is constant. This is
perceived as silence. As the sound wave reaches your eardrum, the air pressure
changes above and below the normal atmospheric pressure. The amount of
change is perceived as the loudness of the sound. The loudness of a sound,
called its amplitude, is usually measured as a fraction of a standard level,
often in decibels (dB). The rate at which the air pressure changes is perceived
as the pitch. In scientific terms, this term corresponds to the frequency
of the wave. The frequency is usually measured in Hertz (Hz), or cycles
per second. Sounds in nature are not as simple as the sine wave we graphed
above. In reality, a sound would look something like the one drawn below.
This irregular waveform does not have a periodic amplitude or frequency.
TIMBRE
Complex waveforms like the one shown above are constructed by combining
a number of simple waveforms (like the one in the first drawing) of different
amplitudes and frequencies. This is why we perceive both high and low pitched
sounds at once when we hear most natural sounds. The characteristic sound
of a waveform (be it produced by a grand piano or a violin) is called its
timbre. Timbre, also referred to as tone color, is said to be rich or full
when there are many different frequencies in a sound. A sound from
a sine wave is considered dull by most people since it has only one
frequency. The different frequencies in a sound, combined with the varying
amplitudes of each frequency, make up the spectral content of a waveform.
The spectral content, which you might say is the more scientific term for
timbre, usually varies over time. Otherwise, the sound remains static and
again sounds dull. The spectral characteristic of a waveform over time
is the signature of a tone that allows you to describe it as string-like
or horn-like.
ANALOG RECORDING AND PLAYBACK
Let's say you're recording with a microphone. As you hold the microphone
up in the air and scream, the microphone converts the changes in air pressure
into changes in electrical voltage. This is called an analog signal. If
you were to graph the changing voltage inside a microphone cord, it would
look exactly like the graph of the air pressure going up and down. To record
your scream, you would send the signal to a medium such as magnetic tape
which can store a replicate of the analog signal. To playback your recording,
you need something to create the differences in air pressure that our ear
interprets as sound, i.e. an audio speaker. Speakers operate by moving
a cone from one position to another in a consistent manner. In order to
move the cone either forward or backward the speaker must be driven by
an electrical current. During playback, a tape or record player generates
a current that is then fed to an amplifier. When connected to a speaker,
the current moves the speaker in a way that reproduces the pressure changes
sensed by the microphone during recording. Until recently, sound was always
recorded as an analog signal on magnetic tape or vinyl grooves. One problem
with storing a signal in this form is that it is hard to accurately record
the analog signal without adding noise. When you make copies of your recording
you have to convert it to an electrical signal and then re-record it, adding
even more noise. Listen to a third generation cassette recording and you'll
know what we're talking about. Also, editing with tape is a not an easy
task, since you must always be fast-forwarding or rewinding to a section,
splicing, etc. Tape-based editing is called linear editing.
DIGITAL RECORDING
With recent advances in computer technology, it has become efficient
and economical to record sound waves using a process called digital sampling.
In digital sampling, the analog signal of the sound wave is divided and
stored as numbers that represent the amplitude of the wave over very small
segments of time. For a moment, let's take a look at another process that
is very similar to the way our computer makes sound – the making of movies
and television. Given a scene with a person walking, we can slow down the
speed at which the pictures are shown and see that each movement is captured
by a different picture. As we speed up the rate of the pictures passing
by, the motion becomes more fluid and eventually we stop noticing each
individual picture. If we keep speeding up the movie the person appears
to walk faster and faster and eventually ends up looking quite humorous.
The important point is that a movie is just a collection of individual
pictures. So how do people record a movie? Obviously they pick up a movie
camera and film the action. The movie camera takes a series of pictures
at a fast rate and saves them on the film. The movies we see are simply
a collection of pictures that are played back in rapid succession. When
we record a sound through the sound card in our computer (also called digitizing
or sampling) we do much the same thing as the movie camera. The computer
rapidly checks what position the microphone is in and saves it in the computer.
When done recording, the computer has a collection of individual positions
(normally called samples) which it can use to recreate the sound we have
recorded. Individually, the samples are almost meaningless, much like an
individual picture in a movie, but together they make up the recorded sound.
This method of recording and playing sound is known as digitized sound.
THE PC SPEAKER
A simple model for a digital system is one where a speaker cone can
be in one of two positions, either in or out, corresponding to the numbers
1 and 0 stored in a computer. The normal position, in, is when the speaker
is sitting at rest with no current applied. The speaker isn't moving and
we don't hear anything. When current is applied the speaker cone moves
to the other position, out. As the speaker moves to the out position it
forces the air around it to move and we hear a small click or pop. If we
leave the speaker sitting in the out position we again hear nothing since
the speaker only produces sound when it is moving, not when it is stationary.
Now if we move back and forth between the in and out positions we will
hear a tone. As we move it faster and faster between the two positions
(increasing the frequency) we will hear the tone increase in pitch. This
model of a simple digital speaker system is exactly how the speaker inside
your PC operates. Programs can put the speaker in either the in or out
position to make sounds. Although there are more complicated methods to
allow this type of system to produce sounds other than tones, they are
beyond the scope of this introductory text.
EXPANDING THE MODEL
Instead of using just the two-position model with the in and out positions,
let's suppose we had a system that allowed us to have 100 positions or
even more. If this were the case then we would be able to make much more
complex sounds. We could move it just a little bit or we could move it
all the way out. This would allow us to have more precise control of the
amplitude of the waveform. The more positions we have, the more flexibility
we have in producing sound. For example, if we were to represent amplitude
as a number from one to four, any values that fell between would be rounded
to the closest value. This rounding error is called quantization noise.
When more positions are available, rounding errors become smaller. You
will often see a sound card referred to as 8-bit, or 16-bit. We can directly
relate this to the number of positions in which we can place the speaker.
With an 8-bit card we can place it in 256 different positions and with
a 16-bit card we can place it in any of 65,536 positions. Although you
might think that a 16-bit card should have twice as many positions as an
8-bit card, this is not the case. It actually has 256 times as many positions.
Even though 16-bit samples take up twice as much space as 8-bit samples,
it is recommended that when at all possible you use 16-bit samples to minimize
quantization noise.
SAMPLING RATE
The number of times a sound waveform is checked for position each second
is the sampling rate. The sampling rate is similar to the frame rate in
movies. As you can imagine, with higher sampling rates you store more information
about the sound's changing amplitude. This gives you more fidelity. As
a matter of fact, it is impossible to accurately record frequencies above
one-half of the sampling rate. This threshold frequency is called the Nyquist
Frequency, and should be considered when selecting a sampling rate. Frequencies
higher than the Nyquist Frequency show up as alias noise. The downside
to very high sampling rates is that since each sample takes up space in
memory (1 byte for 8-bit samples, 2 bytes for 16-bit samples), higher sampling
rates will fill up your hard drive faster than lower sampling rates. For
instance, a stereo digitized sound of 44,100 Hz 16-bit data (approximately
what your CD player uses) lasting 10 seconds takes up almost 2 megabytes
of space! This means if you have a 40 megabyte hard drive you couldn't
even store 4 minutes of sound data, and that's without having any programs
or other data on your system.
ADVANTAGES OF DIGITAL EDITING
The advantages of digital editing far outweigh the enormous storage
requirements. Once you've recorded a sound as a digital sample on your
hard drive, you have the ability to perform edits like copying, cutting,
and pasting without losing any fidelity and, as some people like to brag,
with accuracies of up to 0.000023 seconds (single sample spacing at 44,100
Hz sampling rate). With a visual editor you can actually see a representation
of the waveform to navigate through the sound file quickly and accurately.
Another advantage of storing sound digitally is the availability of digital
signal processing (DSP) techniques. Digital signal processing techniques
can be used for filtering, simulating room acoustics, and other special
effects to restore or enhance the original recorded sound. Finally, with
a tool like Sound Forge, you can open and save your sound files to and
from a number of different computer platforms, sound cards, and external
samplers.
DIGITAL LEVELS
When recording to an analog medium such as magnetic tape, recording
engineers always try to keep their meters as close to 0 VU (stands for
Volume Unit, which is based on electrical currents) as possible. This ensures
a high signal-to-noise ratio while preserving enough headroom to keep the
tape from saturating and distorting. Recording a few peaks that go above
0 usually doesn't cause any problems since the tape saturation point is
not an absolute. In the digital realm, where amplitudes are stored as discrete
numbers instead of continuous variables, things are quite different. Instead
of having a flexible and forgiving recording ceiling, we have absolute
maximum amplitudes, -32,768 and 32,767, in 16-bit audio. No stored signal
can ever have a value above these numbers. Everything beyond gets clamped
to these values, literally clipping off the wave peaks. This chopping effect
can add large amounts of audible distortion. If the clipping is very short
and infrequent such as during a very loud snare hit, it can go unnoticed.
But in general, it is safe to say that digital audio has absolutely no
headroom. At what level, then, should a signal be recorded digitally? The
standard method for digital metering is to use the maximum possible sample
amplitude as a reference point. This value (32,768) is referred to as 0
decibels, or 0 dB. Decibels are used to represent fractions logarithmically.
In this case, the fraction is: sample amplitude divided by the maximum
possible amplitude. The actual equation used to convert to decibels is:
dB = 20 log (amplitude/32,768) Say you have a sine wave with a peak amplitude
of 50% of full scale. Plugging the numbers in gives you 20 log (0.50) =
-6.0 dB. In fact, every time you divide a signal's amplitude by two, you
subtract its dB value by 6 dB. Likewise, doubling the amplitude of a signal
increases its dB value by 6 dB. If you kept dividing your sine wave until
its peak amplitude was equal to 1, you'd get the very lowest peak dB possible,
-90.3 dB. Why do we use dBs? We'll for one, it's easier to say -90 dB than
0.000030 (1/32,768). Decibels have been used for a very long time when
dealing with sound pressure levels because of the huge range (about 120
dB) that the human ear can perceive. One confusing thing about using decibels
is that 0% is referred to as minus infinity (-Inf. throughout this manual
). How do we measure the levels of a digital signal? Digital meters usually
show the maximum instantaneous amplitudes in dB. This is called a peak
meter. Peak meters are excellent for making sure that a recorded signal
is never clipped. However, peak meters aren't as precise as using RMS (Root
mean square…another mathematical formula) power readings when trying to
measure loudness. This can be appreciated by generating a sine wave and
a square wave with the same peak amplitudes and noting the square wave
is much louder. When using RMS power, a maximum-amplitude square wave will
be 0 dB (by definition), while a maximum amplitude sine wave reaches only
-3 dB. Now, let's get back to the real question – at what level should
audio be digitized? If you know what the very loudest section of the audio
is in advance, you can set your record levels so that the peak is as close
to 0 dB as possible and you'll have maximized the dynamic range of the
digital medium. However, in most cases you don't know in advance what the
loudest level will be, so you should give yourself at least 3 to 6 dB of
headroom for unexpected peaks (more when recording your easily over-excited
drummer friend). Now get in there and have some fun with.
About Frames, positions, small frames and bits
The data on an audio CD is divided into frames. A frame consists of
588 stereo samples. 75 frames make up one second of audio. Why? Well 75*588=
44100, and since the sampling frequency of the CD format is 44100kHz (samples
per second), this equals one second of audio. When you specify positions
on the CD, in Wave-Lab, you do it in the format mm:ss:ff, where mm is minutes,
ss is seconds and ff is frames. The frame values go from 0 to 74, since
there are 75 frames to a second. Technically, there is no way to specify
something smaller than a frame on a CD. One effect of this is that if the
length of a Track on the CD does not equal a perfect number of frames,
some blank audio must be added at the end. Another effect of this is that
when you play the CD, you can never locate (position) to anything closer
than a frame. If you need some data in the middle of a frame, you still
have to read the whole frame. Again, this is unlike a hard disk, where
you can retrieve any byte on the disk, without reading the surrounding
data. But frames aren’t the smallest block of data on a CD. There is also
something called "small frames". A small frame is a container of 588 bits.
98 small frames to-gether make up one regular frame. In each small frame
there is actually only room for six stereo samples, which means that a
lot of space is left for other data than the actual audio. There is information
for encoding, laser synchronization, error correc-tion and the PQ data
(named so "simply" because they are stored in the "P" and "Q" bits). This
PQ data is of major importance to anyone who wants to create their own
CD, so please let us explain it in further detail.
Another view
A basic primer on sound
Sound travels through the air as longitudinal waves. Molecules of air
vibrate, changing their distances between each other. When they come closer,
they are known as compressions. When they move further, they are known
as rarefactions.
These alternating rarefactions and compressions of air reach your eardrum,
and cause the eardrum to vibrate too. Once your eardrum is vibrating, your
ear will hear the sound.
Audio signals are measured in Bels, or in the more convenient Decibels
(dB), which are one-tenth of a Bel. The Decibel or Bel standard is used
to measure sound in the same way humans judge sound. For example, if we
were to perceive a doubling of a standard audio volume, the sound level
would have increased by about 6dB. However, how much extra energy is required
to achieve this doubling would vary according to how loud the sound already
was to begin with.
Analogue electric audio signals come in various standards, but typically,
they are direct currents that vary in strength. The quickly changing high
and low voltages in an audio signal correspond to the rarefactions and
compressions of sound, though not necessarily in that order.
When the diaphragms of microphones vibrate, they create a little current
into the audio cable. The same can be said for electric guitar pickups,
that detect the movement of metal strings over a magnetic field. This current
is your audio signal.
A loudspeaker does precisely the same thing in reverse. The current
reaches the speaker, and the coils of wire in the speaker turn it back
into actual movement, that causes the air surrounding the speaker to vibrate,
which results in sound again.
But a microphone produces a very low voltage signal, while a loud speaker
relies on a very very high voltage signal to work. The device that sits
between the two is an amplifier. The amplifier will increase the voltage
in for a higher-power audio signal proportionately to the voltage that
it is receiving.
Noise & Distortion
In simple PA Systems, it is possible to work with just one microphone,
one amplifier and one speaker. However, for more complicated setups, it
might be necessary to alter the sound slightly. For example, karaoke sets
add echo to the voice before pumping the sound to the loudspeaker. Also,
you may want to add a voice-over to music, just like a DJ speaking over
music.
It is overkill to do all this at a signal level powerful enough to
drive speakers. To process audio signals that have come straight from the
microphone would not be a good idea either, as the signal is barely a trickle
of current. It would be like gathering a few scraps of heiroglyphs from
an archealogical dig and trying to write a thesis on what the Egyptians
thought of Barney the Dinosaur in ancient times. Not only will you have
to add a lot of (probably erroneous) information, it will probably be completely
different from the truth.
Erroneous sound signals are called noisy, because that's how they will
sound. You can often hear this in badly tuned radios as static crackles
or a quiet hiss in the background. This arises because your radio is not
set up to receive all the audio information to give you a clear sound.
Distortion also damages sound signals. This arises when the equipment
producing the sound cannot adequately handle the sounds to give you a fair
representation of what it is supposed to sound like. The most well-known
example is probably of the Distorted Guitar, the kind of sound produced
by heavy metal guitarists. That grungy, grating sound used in guitar solos
is interesting, but I'm pretty sure that's not what a guitar actually sounds
like. A twang on a guitar string produces a twang, not a Deep Purple power
chord.
That previous example also shows that Distortion and Noise are not
always undesireable. They can be manipulated to good use.
Clipping is a form of distortion. Clipping occurs when a sound signal's
voltage increases past a point that the equipment cannot output. As such,
instead of maintaining the real wave-form of a sound, the sound is abruptly
truncated where equipment meets its limits. This can sometimes cause the
grating-guitar sort of sound.
The Line-Level
To minimise noise and distortion when processing sound, transferring
it from one component to another, or reproducing recorded sound, there
is a standard type of audio signal called the Line-Level signal. This electronic
representation of sound is similar to the types used to drive speakers
or coming from microphones and guitars. The only difference is in its strength.
It is supposed to be rated at about 1 volt for professional applications,
although I have no idea how they rated it. The professional term for this
signal is called +4dBu.
Then some bright spark came along and said, "Hey, why should consumer
products use the same sort of signal quality as professional products?"
As a result, the totally redundant (but woefully popular) -10dBV signal
was invented. This signal is rated at a tenth of a volt. There is actually
no reason why there should be two types of signal. The two standards coexist
in most studio setups, causing occasional conflicts.
Why was the line-level necessary? It is not so powerful to require
high-power equipment to withstand the energy in the signal. In fact, line-level
signals come out of just about every home hi-fi system (other than most
amplifiers) so that they can be interconnected. It is also not so powerful
that it would overload some circuits and cause distortion.
It is also not so low-power that noise begins to obscure all audio
detail. As such, line-level signals are most appropriate for transferring
audio information from component to component and sending to recording
devices. How much power the devices use to record the sound is dependant
on the individual method of recording.
The S/N Ratio
One reason why I don't like the -10dBV standard is because the Signal
to-Noise Ratio (S/N Ratio) is for the -10dBV standard has to be lower by
default. The S/N Ratio is used as a rough gauge to measure how noisy a
signal or circuit is. Typically, for a given electronic circuit, the noise
in that circuit will remain constant as long as nothing too drastic is
done to it. The signal level in the circuit varies according to how much
signal level you put into it. Therefore, it stands to reason that if you
can get a higher-power clean signal to go into the circuit, there's no
reason to use a low-power version, unless the high-power signal is going
to overload and distort when it goes into the circuitry. But that is a
simple problem that can be fixed with good design. A high-power signal
will be less susceptible to noise corruption and cleaner in sound.
The S/N Ratio is basically determined by subtracting the average signal
volume from the average noise level. As a result, the S/N Ratio is also
measured in dBs. Most consumer equipment have S/N Ratios of 50dB and higher.
Anything lower begins to have noticeable noise.
The S/N Ratio will vary depending on the type of signal you are putting
into the circuitry. As such, a lot of professional measurements are used
by A-weighting. This is measuring the S/N Ratio in comparison to typical
audio signals. It does not take into account the S/N Ratio of sounds that
only dogs can hear.
Impedance
This is probably the most misunderstood aspect of audio signals. I'm
not too sure of my facts myself, but I'll give it a shot. Impedance is
a measure of either an output's capability to drive inputs or an input's
capability to receive signals from an output. It is measured in Ohms, so
it is in some way related to the resistance of audio devices. It is often
referred to as Z.
A perfect input device will have no impendance, and a perfect output
device will have infinite impendance. In real terms, usually the impedances
of outputs are 5 to 10 times that of standard inputs for acceptable performance.
Anything less could result in distortion of sound. In effect, the output
would not be capable of putting out enough clear signal for the input to
pick up properly.
As an example, dynamic microphones typically have impedances of 300ohms
to 600ohms. Condenser microphones have impedances in the thousands. Line
outputs approach 10kohms.
Mixer inputs try to have impendances as low as possible to minimize
distortion of the sound. Some mixers tout 'Very Low Impedance' or 'VLZ'
as a feature of their mixers, which affects microphone inputs more audibly
than line inputs. Line inputs are also known as 'Hi-Z' inputs, to accomodate
signals that come from high-impedance equipment, i.e. Line-level signals.
The fact that output impedance is always much greater than input impedance
also means that most high-impedance outputs can power multiple inputs at
one time. A simple splitter cable would be able to allow two inputs to
receive a clear signal from one output, or possibly even more. Thus, the
reverse is not true...you shouldn't mix two outputs into one input by using
a splitter cable. The impedance would be so badly offset that the sound
would be audibly distorted.
Stereo sound
Most humans have two ears, duh. If sound was recorded with two separate
microphones and played back with two separate speakers, you could possibly
reproduce the same illusion of left-to-right direction for sound reproduction.
This is why stereo was created: the common implementation of sounds recorded
with two channels: left and right. In order fake the position of a sound
somewhere in between, a proportion of the sound is distributed to each
speaker.
Stereo sound doesn't succeed in giving the illusion that the band is
right in front of you, but it does heighten the aesthetic interest of music
or sound recorded. One real benefit of stereo is that you can separate
the positions of different instruments, so that each instrument can be
heard clearly while being part of a whole mix.
Stereo introduced some new terms of its own: Pan and Balance. Pan, short
for panorama, dictates how much of a single sound should be given to the
left speaker and how much to the right. This represents which direction
in the stereo image the sound should seem to be coming from. Balance stands
for how the volume of the left channel compares to that of the right channel
in a stereo sound. For example, a stereo recording in which every instrument
seems to be closer to the right speaker than the right has not been recorded
with the correct balance (unless it was done deliberately). If you were
to take a recording of a mono instrument, say, a saxaphone, and put the
same sound into the left and right channels of a stereo mixer, adjusting
the balance of the left and right channels would actually result in you
changing the pan of that single saxaphone. It won't sound like two saxaphones,
it would just sound like a single saxaphone moving from left to right as
you alter the balance.
Sound Systems
Basics of Sound and Sound Systems
A MODEL OF A SOUND SYSTEM
Sound systems amplify sound by converting the sound waves (physical,
or kinetic, energy) into electrical energy, increasing the power of the
electrical energy by electronic means, and then converting the more powerful
electrical energy back into sound. Devices that convert energy from one
form into another are called transducers. Devices that change one or more
aspects of the audio signal are called signal processors.
The input transducer (such as a microphone or a guitar pickup) converts
sound into a fluctuating electrical current that is a precise representation
of the sound. This fluctuating current is referred to as an audio signal.
The signal processing alters one or more characteristics of the audio
signal. In the simplest case, it increases the power of the signal (such
a signal processor is called an amplifier). In practical sound systems,
this block of the diagram represents a multitude of devices-- preamplifiers,
mixers, effects units, equalizers, amplifiers, et cetera.
The output transducer (a speaker or headphones) converts the amplified
and processed electrical signal (audio signal) back into sound.
INPUT TRANSDUCERS
Input transducers, as mentioned before, convert sound into audio signals.
Here are some types of input transducers commonly found in sound reinforcement
systems:
Air pressure or velocity Microphones--convert sound waves traveling
in air into an audio signal traveling in the microphone cable (see Input
Devices for exactly how they do this).
Contact Pickups--convert sound waves in a dense medium (wood, metal,
skin) into an audio signal. Sometimes used on acoustic stringed instruments
such as guitars, mandolins, violins, etc.
Magnetic Pickups--convert fluctuating waves of induced magnetism into
an audio signal. Found on electric stringed instruments (electric guitars,
etc).
Tape Heads--convert fluctuating magnetic fields (imprinted on magnetic
recording tape (i.e. cassette)) into an audio signal.
Phonograph pickups (cartridges)--convert physical movement of a stylus
(needle) into an audio signal.
Laser Pickups--convert imprinted patterns on a compact disc or Mini-Disc
into a digital data stream that is then translated by a digital-to-analog
converter into an analog signal.
Optical Pickups--convert variations in the density or transparent area
of a photographic film into an audio signal. Used for most motion picture
sound tracks.
OUTPUT TRANSDUCERS
Output transducers, as mentioned before, convert audio signals back
into sound. The following is a list of commonly-found output transducers:
Woofer Loudspeakers--designed specifically to reproduce low frequencies
(usually below 500Hz). Woofers sometimes are used to reproduce both low
and some mid frequencies. Typically, they are cone-type drivers measuring
from eight to eighteen inches in diameter.
Midrange Loudspeakers--designed specifically to reproduce middle frequencies.
Tweeter Loudspeakers--designed to reproduce the highest frequencies.
Full-range Loudspeakers--integrated systems incorporating woofer and
tweeter drivers in a single enclosure. As the name implies, they are designed
to reproduce the full audio range (more or less).
Subwoofer Loudspeakers--used to extend the low frequency range of full-range
systems to include frequencies down to 20 or 30Hz.
Supertweeter Loudspeakers--used to extend the range of full-range systems
in the highest frequencies.
Monitor Loudspeakers--full-range loudspeakers that are pointed at the
performer on stage, rather than out to the audience. They are used to return
a portion of the program to the performer, to help him or her stay in tune
and in time, and are usually referred to as "foldback."
Headphones--full-range transducers designed to fit snugly on the ears.
Some designs block out ambient (external) sound, while others do not.
The illustration above illustrates a simple, practical sound system
that might be used in a lecture hall or media center, etc.
The system can be conceptually analyzed as having three sections: (a)
the input transducers, (b) signal processing, and (c) the output transducers:
A] Input Transducers--three microphones convert the sound they pick
up from the speakers into audio signals that travel down the cables to
the signal processing equipment.
B] Signal Processing-the three microphones are connected to individual
inputs on a mixing console. The console serves the following functions:
1] Preamplification-- the console's microphone input section amplifies
the level of the audio signal from each microphone, bringing it up to line
level.
2] Equalization-- the console provides the means to adjust the tonal
balance of each microphone individually. This allows the console operator
to achieve a more pleasing or more intelligible sound quality.
3] Mixing-- the console adds the equalized signals of the microphones
together to produce a single line-level output signal. The output of the
console is connected to a power amplifier. The power amplifier boosts the
console's line level (0.1 to 100 milliwatts) output signal to a level suitable
to drive the loudspeaker (0.5 to 500 watts).
C] Output Transducer--the loudspeaker converts the power amplifier
output signal back into sound. The level of the sound is much higher than
that of the three orators speaking unaided.
There is another less obvious, but equally important aspect of the
sound system: the environment. When the sound output of the loudspeaker
propagates into the hall, it is altered by the acoustical characteristics
of the space.
The room may have little effect on the clarity of the sound if, for
example, the room is "dead" or nonreverberant. If the room is highly reverberant,
and the sound system is not designed and installed to deal with the acoustics
of the space, the effect on the sound may be so severe as to render the
sound system useless.
The environment is an integral part of the sound system, and its effects
must be considered when the system is installed.
Every sound system, no matter how large, is merely an extension of
this basic model. The same principles that apply to this simple model also
apply to large-scale concert reinforcement systems.
Large concert systems may be comprised of twenty stage microphones,
twenty keyboard inputs, many drum microphones, maybe a twenty-four track
3324 digital audio tape backup-- but they all follow the same principle:
kinetic energy (in the air) is transformed into electrical energy, which
is then extensively manipulated and often split to different areas, which
may transform the electrical energy back into kinetic energy, or may record
the electrical energy.
It should be said here that we believe that anyone working in a technical
field... sound, for instance, should have a good background in what sound
is, how sound works, what affects sound, etc. In other words, a good background
in physics is a good idea. This section will try not to be too technical.
But, if it is, check with your local physics teacher to learn more. However,
as an addendum after taking a semester and a half of Yale University Physics
200 and a year of Yale University Electrical Engineering, don't overdo
it, or at least, if you do, make sure you have no life; i.e. don't do theatre,
especially at Yale.
SOUND
All sounds are created by causing a medium to vibrate-- be it wood,
strings, or vocal chords. Sound is carried through mediums by causing adjacent
particles to vibrate similarly; the air particles adjacent to a guitar's
strings are displaced and "bump" into the next adjacent air particle. This
continues and eventually air particles in our ears "bump" into the tiny
hairs located in our inner ear.
The most popular analogy to sound is that of the effect of a rock being
dropped into a pond. The ripples, originating from the point source of
the rock, spread out in all directions. As with sound, these ripples lose
intensity as the distance away from the point source increases. Additionally,
these waves form exactly the same shape as a sound wave-- something of
sinusoidal curve.
The distance from a particular point of one wave (be it sound or mechanical)
to the same point of the next wave is called the wavelength. Wavelengths
of sound range from one inch to forty feet. In a given room, if the distance
between two sides of the room is a multiple of the wavelength, this wavelength
may be emphasized, which can have either a positive or negative effect.
Regardless, we must know how to control it.
However, in sound, one rarely discusses wavelength. Instead, we count
the number of complete cycles these waves can propagate during a specific
amount of time, usually one second. This is known as the frequency. Frequency
is measured in cycles-per-second, termed "Hertz," abbreviated "Hz". Sounds
that vibrate many times per second are known as "high-frequency" sounds,
and those which vibrate fewer times per second are known as "low-frequency"
sounds.
The time it takes to complete one cycle is called the period of the
wave and is expressed with the symbol T. Thus, T = 1/f.
Wavelength is usually represented by the Greek letter lambda (which
I can't display on WWW html... actually I probably can...) frequency by
f, and velocity by v. Velocity is the product of wavelength and frequency,
so we get the equation
v = (lambda) * f.
PHASE
Since a cycle can begin at any point on a waveform, it is possible to
have two wave generators producing the same wave of the same frequency
and amplitude which will have different amplitudes at any one point in
time. These waves are said to be out of phase with respect to each other.
Phase is measured in degrees and a cycle can be divided in to 360 degrees;
usually the sine curve is used as an example-- it begins at 0 degrees with
0 amplitude, increases to a positive maximum (the positive amplitude) at
90 degrees, decreases to zero again at 180 degrees, and decreases to a
negative maximum (the negative amplitude) at 270 degrees, and returns back
to 0 amplitude at 360 degrees.
Similar waveforms can be added by summing their signed amplitudes at
each instant of time. When two waveforms that are completely in phase (0
degrees phase difference) and of the same frequency, shape, and peak amplitude
are added, the resulting waveform is of the same frequency, phase, and
shape, but has twice the original peak amplitude. If two waves are the
same as the ones just described, except that they are completely out of
phase (out-of-polarity with respect to each other; phase difference of
180 degrees), they will cancel each other out when added, resulting in
a straight line of zero amplitude. If the second wave is only partially
out of phase, it would interfere constructively at points where the amplitudes
of the two waves have the same sign (both positive or both negative), resulting
in a greater amplitude in the combined wave than in the first wave; and
it would interfere destructively at points where the signs of the two wave
amplitudes are opposing, resulting in a lesser amplitude at those points
in time. The waves can be said to be in phase, or correlated, at points
where the signs are the same and out-of-phase, or uncorrelated, at points
where the signs are opposing.
Phase shift is a term that describes the amount of lead or lag in one
wave with respect to another. It results from a time delay in the transmission
of one of the waves. The number of degrees of phase shift introduced by
a time delay can be computed by the formula:
(phase shift) = change-in-t * f * 360 degrees, where change-in-t is
the time delay in seconds.
THE SPEED OF SOUND
Since sound is dependent upon vibration, it can travel through anything
except a vacuum. It travels through some materials faster than others;
sound travels about four times faster in water than in air, and about ten
times slower in rubber. The speed of sound is a very important quantity
to know when dealing with large-scale sound reinforcement systems, such
as those used in arenas, used outdoors, or over extremely long distances.
In air at 0 degreesC and 1 atm (atmosphere- a pressure quantity), sound
travels at a speed of 331m/s. Temperature can affect the speed of sound
in any medium, but most drastically in gases. In air, the speed increases
approximately .60 m/s for each degree Celsius increase:
v = (331 + 0.60T) m/s., where T=degrees Celsius.
The speed of sound is virtually constant at all frequencies, but sound
will travel faster in humid air rather than in dry air. Humid air also
absorbs more high frequencies than low frequencies, so in humid conditions,
the sound engineer will need to boost the high frequency portion of the
program.
HOW YOU HEAR
The ear is a nonlinear device and, as result, it produces harmonic distortion
when subjected to sound waves above a certain loudness. Harmonic distortion
is the production of waveform harmonics that did not exist in the original
signal. The ear can cause a loud 1kHz tone to be heard as a combination
of tones at 1kHz, 2kHz, 3kHz, and so on. Although the ear may receive the
overtone structure (all of the harmonics) of a violin (if the listening
level is loud enough), the ear will produce additional harmonics, thus
changing the perceived timbre of the instrument. This means that sound
monitored at very loud levels may sound quite different when played back
at low levels.
In addition to being nonlinear with respect to amplitude, the ear's
frequency response changes with the loudness of the perceived signal. The
loudness compensation switch found on many hi-fi preamplifiers is an attempt
to compensate for the decrease in the ear's sensitivity to low-frequency
sounds at low-levels. The curves below (when I scan them in) are the Fletcher-Munson
equal-loudness contours: they indicate the average ear sensitivity to different
frequencies at different levels. The horizontal curves indicate the sound
pressure levels that are required to produce the same perceived loudness
at different frequencies. Thus, to equal the loudness of a 1.5kHz tone
at a level of 110 dB SPL, a 40Hz tone has to be 2dB greater in sound pressure
level, while a 10kHz tone must be 8dB greater than the 1.5kHz tone to be
perceived as loud. Thus, if a piece of music is monitored so that the signals
produce a sound pressure level of 110dB, and it sounds well-balanced, it
will sound both bass and treble deficient when played at a level of 50dB
SPL. 85dBSPL can be considered the optimum monitoring level for mixdowns.
The loudness of a tone can also affect the pitch that the ear perceives.
For example, if the intensity of a 100Hz tone is increased from 40 to 100dB
SPL, the ear will perceive a pitch decrease of about 10%. At 500Hz, the
pitch changes about 2% for the same increase in sound pressure level. This
is one reason that musicians find it hard to tune their instruments while
listening through headphones. The headphones are often producing higher
SPLs than might be expected.
As a result of the nonlinearity of the ear, tones can interact with
each other rather than being perceived separately. Three types of interaction
effects occur: beats, combination tones, and masking.
*Beats: Two tones that differ only slightly in frequency and have approximately
the same amplitude will produce beats at the ear equal to the different
between the two frequencies. The phenomenon of beats can be used as an
aid in tuning instruments because the beats slow down and stop as the two
notes are in perfect tune, and the piano tuner will slightly off-tune the
instrument by listening to the beat relationships. These beats are the
result of the ear's inability to separate closely pitched notes.
*Combination Tones: Combination tones result when two loud tones differ
by more than 50Hz. The ear will produce an additional set of tones that
are equal to both the sum and the different of the two original tones and
that are also equal to the sum and difference of their harmonics. The formulae
for computing the tones are: diff tone frequencies = f1 - f2; sum tone
frequencies = f1 + f2, where f1 and f2 are positive integers. The difference
tones can be easily heard when they are below the frequency of both the
original tones. For example, 2000 and 2500Hz produce a difference tone
of 500Hz.
*Masking: Masking is the phenomenon by which loud signals prevent the
ear from hearing softer sounds. The greatest masking effect occurs when
the frequency of the sound and the frequency of the masking noise are close
to each other. For example, a 4kHz tone will mask a softer 3.5kHz tone,
but will have little effect on the audibility of a quiet 1000Hz tone. The
masking phenomenon is one of the main reasons that stereo placement and
equalization are so important in a mixdown. An instrument that sounds fine
by itself can be completely hidden or changed in character by louder instruments
with a similar timbre.
Although one ear is not able to discern the direction from which a
sound originates, two ears can. This ability of two ears to localize a
sound source within an acoustic space is called binaural localization.
This effects results from using three cues that are received by the ears:
interaural intensity differences, interaural arrive-time differences, and
the effects of the pinnae (outer ears).
Middle- to higher-frequency sounds originating from the right side
will reach the right ear at a higher intensity level than the left ear,
causing an interaural intensity difference. This occurs because the head
casts an acoustic block or shadow, allowing only reflected sound from surrounding
surfaces to reach the left ear. Since the reflected sound travels farther
and loses energy at each reflection, the intensity of sound perceived by
the left ear is reduced, with the resulting signal being perceived as originating
from the right.
This effect is relatively insignificant at lower frequencies, where
wave-lengths are large compared to the diameter of the head and easily
bend around its acoustic shadow. A different method of localization known
as interaural arrive-time differences is employed at lower frequencies.
In our example, time differences occur because the acoustic path length
to the left ear is slightly longer than that to the right ear. The sound
pressure will thus be sensed by the left ear at a later time than by the
right ear. This method of localization, in combination with interaural
intensity differences, gives us lateral location cues over the entire frequency
spectrum.
The intensity and delay cues allow us to perceive the angle from which
a sound originates, but not whether the sound originates from the front,
behind, or below. The pinna, however, makes use of two ridges that reflect
the incident sound into the ear. These ridges introduce time delays between
the direct sound (which reaches the entrance of the ear canal) and the
sound reflected from the ridges (which varies according to source location).
PITCH
The pitch of a sound refers to whether it is high, like the sound of
piccolo or violin, or low, like the sound of a bass drum or string bass.
The physical quantity that determines pitch is the frequency. The lower
the frequency, the lower the pitch. The human ear responds to frequencies
in the range from about 20Hz to about 20,000Hz. This is called the audible
range. These limits vary somewhat from one individual to another. One general
trend is that as people age, they are less able to hear the high frequencies,
so that the high-frequency limit may be 10,000Hz or less.
Sound waves whose frequencies are outside the audible range may reach
the ear, but we are not generally aware of them. Frequencies above 20,000Hz
are called ultrasonic. Many animals can hear ultrasonic frequencies; dogs,
for example, can hear sounds as high as 50,000Hz and bats can detect frequencies
as high as 100,000Hz.
Sound waves whose frequencies fall below the audible range are called
infrasonic, or occasionally subsonic. Sources of infrasonic waves are earthquakes,
thunder, volcanoes, and waves produced by vibrating heavy machinery.
The pitch of the sound also factors into the way the ear hears. The
ear has difficulty in associating a point origin to a low-frequency sound,
but is quite accurate in placing the origin of high-frequencies. This is
because high frequencies have wavelengths shorter than the distance between
the ears; sounds above 1000Hz cannot reach both ears at the same time and
at the same intensity, so one ear is favored and provides the information
as to the direction in the horizontal plane. The ear is less successful
in responding to directions in the vertical plane.
FUNDAMENTALS AND HARMONICS
The initial vibration of a sound sources is called the fundamental,
and thus the initial frequency is known as the fundamental frequency. The
subsequent vibrations, which are exact multiples of the fundamental frequency,
are called the harmonics. So, a note on a musical instrument with a fundamental
frequency of 100Hz will have a second harmonic at 200Hz, a third harmonic
at 400Hz, et al.
The term octave denotes the difference between any two frequencies
where the ratio between them is 2:1. Thus, an octave separates the fundamental
from the second harmonic in the above example: 200Hz:100Hz. At the upper
end of the frequency spectrum the same ratio still applies although the
frequencies are greater. An octave still separates 2000Hz from 1000Hz.
Two notes separated by an octave are said to be "in tune." Thus, an octave
on the piano keyboard, separated by eight keys (well, really thirteen),
is also an octave-- frequency-wise.
Whether the harmonics diminish in intensity or retain much of their
energy depends on how the source is initially vibrated and subsequently
damped. It is the strength of the harmonics which distinguishes the quality
(or timbre) of musical instruments and makes it possible for humans to
identify two different instruments playing the same note. Cool, huh.
INTENSITY
Like pitch, loudness is a sensation in the consciousness of a human
being. It, too, is related to a physically measurable quantity, the intensity
of the wave. Intensity is defined as the energy transported by a wave per
unit time across unit area. Since energy per unit time is power, intensity
has units of power per unit area, or watts/meter2 (W/m2). The intensity
depends on the amplitude of the wave (it is proportional to the square
of the amplitude). [The amplitude of the wave is the distance between the
extremes of the vibration.]
The human ear can detect sounds with an intensity as low as 10-12 W/m2
and as high as 1 W/m2 (and even higher, although above this it is painful).
This is an incredibly wide range of intensity, spanning a factor of 1012
from lowest to highest. Presumably because of this wide range, what we
perceive as loudness is not directly proportional to the intensity. Ture,
the greater the intensity, the louder the sound. But to produce a sound
that sounds about twice as loud requires a sound wave that has about ten
times the intensity. For example, a sound wave of intensity 10-9 W/m2 sounds
to an average human being as if it is about twice as loud as one whose
intensity is 10-10 W/m2; and an intensity of 10-2 W/m2 sounds about twice
as loud as 10-3 W/m2 and four times as loud as 10-4 W/m2.
Because of this relationship between the subjective sensation of loudness
and the physically measurable quantity intensity, it is usual to specify
sound intensity using a logarithmic scale. The unit on this scale is the
decibel, (dB). The intensity level, b, of any sound is defined in terms
of its intensity, p, as follows:
b(dB) = 10 log (p1/p0).
p0 is the intensity of some reference level. It is usually taken as
the minimum intensity audible to an average person, the "threshold of hearing,"
which is 1.0x10-12 W/m2. Notice that the intensity level at the threshold
of hearing is 0dB; that is, b=10 log (10-12/10-12) = 10 log 1 = 0. Notice,
too, that an increase of intensity by a factor of ten corresponds to a
level increase of 20dB. Common loudness levels and intensity levels for
common sounds follow.
It may be noted that the previous description of decibels is simply
a brief overview, something that one would find in a generic physics text.
A more in-depth look at decibels is needed for use in sound reinforcement.
dB IN GENERAL
The dB always describes a ratio of two quantities. Remember that. It's
not really important for you to grasp the logarithm concept just now (but
if you do, that's cool)... it's simply important that you realize that
a logarithm describes the ratio of two powers, not the power value themselves.
To demonstrate this, let's plug in some real values in the dB equation.
dB SPL
This is the one of the more common forms of the decibel. It measures
sound pressure levels (SPL): the sound pressure is the level measured per
unit area at a particular location relative to the sound source. When a
dB describes a sound pressure level ratio, a "20 log" equation is used:
dBSPL = 20 log (p1/p0),
where p0 and p1 are the sound pressures, measured in dynes per square
centimeter or Newtons per square meter.
This equation tells us that if one SPL is twice another, it is 6dB
greater; if it is ten times another, it is 20dB greater, and so forth.
How do we perceive SPL? It turns out that a sound which is 3dB higher
in level than another is barely perceived to be louder; a sound which is
10dB higher in level is perceived to be about twice as loud. Loudness,
by the way, is a subjective quantity, and is also greatly influenced by
frequency and absolute sound level.
SPL has an absolute reference value (p0); generally 0db SPL is defined
as the threshold of hearing in the ear's most sensitive range, between
1kHz and 4kHz. It represents a pressure level of 0.0002 dynes/cm2, which
is the same as 0.000002 Newtons/m2. It is really best to compare SPLs with
each other, as in the following chart.
dBW
We have explained that the dBm is a measure of electrical power, a ratio
referenced to one milliwatt. dBm is handy when dealing with the miniscule
power (in the millionths of a watt) output of microphones, and the modest
levels in signal processors (in the milliwatts). One magazine wished to
express larger power numbers without larger dB values... for example, the
multi-hundred watt output of large power amplifiers. For this reason, that
magazine established another dB power reference: dBW:
dBW = 10 log (p1/p0),
0 dBW is one watt. Therefore a 100 watt power amplifier is a 20 dBW
amplifier (10 log (100/1) = 10 log (100) = 10*2 = 20dB.) A 1000 watt amplifier
is a 30 dBW amplifier, and so forth.
dB PWL
Acoustic power is expressed in acoustic watts, and can be described
with a dB term, dB PWL. This term shares the same "10 log" equation as
other power ratios:
dBPWL = 10 log (p1/p0),
Acoustic power and dB PWL come into play when calculating the reverb
time of an enclosed space, or the efficiency of a loudspeaker system, but
they are seldom seen on specification sheets and seldom used by the average
sound system operator. It is much more common to use dB SPL because the
sound pressure is more directly related to perceived loudness (and is easily
measured).
Incidentally, there is no set relationship between dB PWL and dBW;
the former expresses acoustic power, the latter electrical power. If a
loudspeaker is fed 20 dBW, it might generate as little as 10 dB PWL. In
English... feed 100 watts into a loudspeaker, it might generate as little
as 10 watts of acoustic power. This would indicate a conversion efficiency
of ten percent, which is high for a cone loudspeaker in a vented box!
RMS
"RMS" is an abbreviation for a term known as "Root Mean Square." This
is a mathmetical expression used in audio to describe the level of a signal.
RMS is particularly useful in describing the enegry of a complex waveform
or a sine wave. It is not the peak level, nor the average, but rather it
is obtained by squaring all the instantaneous voltages along a waveform,
averaging the squared values, and taking a square root of the number.
The rms value of a periodic function, such as the sine curve, is .707
times the peak value of the wave.
Why is the rms value of a signal used? For one thing, the rms value
correlates well with the real work being done b y the amplifier. When so-called
"program" or "music" power ratings are employed, the actual work being
done is subjective-- it depends largely on the nature of the program source.
The rms value of any program will pretty much reflect the energy content
of that source. There is just one minor problem: the term "rms power" is
meaningless.
Why? Power is the product of voltage multiplied by current. Typically,
in a power amp, one is measuring the rms value of the output voltage and
multiplying it by the rms value of the output current. This does not result
in the rms power because the voltage and current are not in phase, and
hence the rms values do not multiply to form a mathematically valid value.
The intent of an rms power rating is valid, but not the term itself. Manufacturers
are still driving amplifiers with sine wave test signals and connecting
the amp outputs to dummy loads. They obtain the rms value of the sine wave
output based on that voltage and the load resistance or impedance. Those
who wish to be technically correct list this rating as "continuous average
sine wave power," rather than "rms power."
RMS values are not the exclusive domain of power amplifiers. In most
(but not all) cases, when you see a voltage listed for input sensitivity
on a preamplifier or line amp, it is the rms voltage. For example, you
may recall that 0 dBm is 1 milliwatt, which equals 0.775 volts rms across
a 600 ohm circuit, and 0 dBV is 1 volt rms.
WIRES AND CONNECTORS
Wires and connectors link audio components together to form an audio
system. Although there are quite a number of different standard connectors
and cables, they all carry more or less a variation of the same type of
audio signal: a voltage fluctuation corresponding to sound waveforms. The
only major differences arise when comparing analogue sound to digital sound.
Shielding
Audio voltages are sometimes measured in millivolts and fractions of
a volt. At such low voltages, it is highly susceptible to interference
from outside sources. Such interference is sometimes created by the existence
of electromagnetic radiation around the audio cable. EM radiation can result
from any nearby electrical components, cables, or even neighbouring radio
stations. Components that utilize large amounts of energy, fluorescent
and halogen lights and those that have motors or transformers are usually
the worst culprits. The current in the circuits of these components create
a fluctuation electromagnetic field around the component. This field in
turn induces undesirable currents in neighbouring circuits. If the neighbouring
circuits are audio cables, the result can sometimes be audible as hum,
noise or occasionally distortion.
In order to avoid interference, insulated audio cables are usually
surrounded by a layer of shielding. This is a flexible metal cylinder of
wire or foil that surrounds the actual audio cable. The whole bundle of
shielding and insulated audio cable is usually surrounded by another layer
of insulation.
The theory is that the metal layer formed by the shielding will absorb
most of the influence of EM fields, reducing the impact of EM radiation
on the signal cable inside. The resulting audio signal would be freer from
the noise and hum of EM fields. This theory works reasonably well for areas
of low EM radiation.
Some cables are arranged such that there is one signal conductor in
the centre surrounded by a cylinder of shielding. These are sometimes termed
co-axial cables, because the cross-section of both wires have the same
circular centre (axis). This means that the signal cable is about the same
distance away from the shielding at any point in the cable. This is desirable
because that means that the shielding capability of the cable is uniform
across the whole cable. It also means that if the shielding does carry
a current of its own, the EM fields generated by the current should automatically
cancel out when it reaches the signal cable, and vice-versa.
Cables with one signal conductor and one shielding layer are called
unbalanced. The exception is with stereo cables, in which two signal carrying
cables may share one shielding. Although they have two signal conductors,
they are also carrying two separate signals, so they are in effect two
unbalanced cables in one.
Shielding and weight
Shielding is usually found as either a foil sheath under the top layer
of insulation of a cable, a twisted coil of wire around the inner cable,
or certain expensive cables use a conductive plastic/graphite insulator
as shielding. Professional mic cables usually employ a braided sheath of
copper wire, as this is not easily unravelled and lends strength and rigidity
to the cable. Foil is a good shielding for cables that do not see much
rough use, as it is thin and light. It is especially appropriate in a studio
situation, where a patchbay can have 40 or more cables running into it.
If braided heavy mic cable was used, the shielding would probably be very
effective but the weight of over 40 cables would probably pull the patchbay
off the rack.
Balancing
Shielding has its limitations. Strong EM fields can still affect the
inner signal cable to an audible degree. As such, a second method of preventing
interference, known as balancing, is used in professional applications
and low-voltage equipment (microphones, for example). This uses two cables
to carry one signal and usually one layer of shield.
One cable is known as 'Hot', the second is known as 'Cold', and the
shielding is known as 'Shield' or 'Ground'. The 'Hot' and 'Cold' is usually
used for unbalanced signals, in which one cable carries the signal and
the other serves as a return path of the signal. However, since the convention
stands, the naming is the same for the balanced cables. In balanced cables,
both serve as signal carries for inverted signals.
The shielding in balanced cables acts as normal, but the two insulated
cables are twisted together and kept as close together as possible. The
theory is that, as the two cables are kept as close as possible to each
other while still being insulated from each other, any EM radiation that
penetrates the shield will affect both cables equally.
In order to remove the artifacts produced by the interference, one
of the signals can be reversed, and mixed with the other signal. According
to high-school physics, if the artifacts on both cables are identical,
the reversal and mixing of the signals will cancel out the noise.
Of course, if the signals between the two signal cables are also identical,
the reversal and mixing of the signals would also result in a cancellation
of the signal, which means you won't get any sound at all. Duh. Therefore,
before the signal is introduced into the cable, one is already reversed.
When the reversal occurs again at the receiving end of the cable, the signal
strength would be doubled, and the noise should be cancelled.
This method of noise cancellation works rather well, especially if
the source of the EM fields are some distance away from the cables. If
the field source is too close, or if the area surrounding the cable has
varying EM absorption and reflection properties, then the EM field imposed
on the two signal cables may not be identical, and the noise cancellation
would be less effective.
Ground Loops
According to electrical physics, a loop of wire placed in an area with
a fluctuating EM field could quite possibly have a current induced in it.
In audio terms, your cables could quite possibly be generating current
due to the EM fields in the vicinity. A loop in the cables would allow
the noise or hum to increase in power quite considerably, resulting in
noise or an audible. But in most installations, signals are not looped.
Doing so would result in feedback, the high pitched wail that you hear
when you stick a microphone near its own speaker.
Grounding and shielding in the cables, though, are another matter.
Equipment that require large amounts of power will probably be grounded,
especially if your mains voltages are 220V instead of the American 110V
standard. This will reduce the possibility of a fatal shock should your
equipment short circuit for any reason. Everything is connected to a single
mains earth, which is usually connected to all the earth pins in all the
power sockets in one room.
This would normally be okay, as the grounding is only connected to
each other in a star-like fashion. From a central earth wire (leading to
the real Earth via a grounding cable or metal pipe) earth cables run through
your power cables into the equipment. Once you take into account that some
of your equipment is linked with shielded cables, the equation gets more
difficult.
Currents could quite possibly run from one piece of equipment, into
the earth cable, into another piece of equipment, then back to the first
piece via a shielded audio cable. The result is similar to feedback: the
unwanted signal from the current will be amplified until it is audible
and clearly undesireable.
Getting rid of ground loops are not easy. Finding them is even harder.
The only acceptable method is to remove and disconnect everything, and
reinstall the equipment piece by piece. Stop when the hum becomes audible,
and fix the problem in the last piece of equipment that was installed.
It is possible to solve the problem by systematically unplugging and replugging
cables until the change in one particular cable results in a dramatic change
in hum, and fix it there, but this is purely a short-term solution. Any
further change to the set-up may result in the loop reappearing.
To kill a ground loop, the common-sense method would be to break the
loop. Removing the earth cables from the equipment to the mains is not
recommended, but it works. You just have to be careful not to electrocute
yourself.
Breaking the shielding of a cable is possible, but it renders the cable
susceptible to the influences of EM fields. However, breaking a cable is
effectively introducing an infinite resistance into the shield. How about
introducing just a little resistance into the shield?This actually works
to some degree. Some connectors might be able to accomodate a small resistor
into the casing. The shield of the cable would thus be soldered to the
resistor, and the resistor soldered into the shield contact on the connector.
A resistor of about 100ohms would be sufficient. What it actually does
is reduce the current produced by a ground loop to a level where it is
hopefully inaudible, even though it still exists.
If the effects of EM fields become audible, it might also work to introduce
a 4 pF capacitor parallel to the resistor (where you have space for this,
I have no idea). This would even out the currents so that instead of fluctuating
and becoming audible, they would remain at a similar level continuously.
Actually, a well designed piece of equipment will have a ground lift.
This is a 100ohm or so resistor between the mains ground of the equipment
and all the shielding contacts of a piece of equipment. This would reduce
possibilities of audible ground loops. A truly covers-all bases piece of
equipment would have a switch to activate or deactivate the ground lift.
In real life, some DI boxes have this facility, in their quest to match
levels and reduce interference. To test if your equipment has ground lift,
insert a balanced TRS or XLR cable into the equipment, and measure the
resistance between the shield contact of the exposed connector and the
casing of the equipment or the earth pin of the mains cable of the equipment,
using a multimeter. If there's a 100ohm to 500ohm resistance, your equipment
is ground lifted.
Speaker Cables
Speakers require far more power than microphone or line-level inputs.
As such, they require cables with a thicker guage of metal wire, if not,
they might overheat and burn up. Also, since the signal power is so large,
noise is much less a problem, so shielding is not so common on speaker
cables, although shielded speaker cables do exist (I know, I use them).
Speaker cables come in all shapes and thicknesses, so it's hard to typify
them. Generally, cables for microphones or guitars are thick and smooth,
due to the shielding and the insulation. Cables of line signals can sometimes
be thinner, due to lack of balancing or foil shielding, although balanced
line signals can be carried in cables as thick as mic cables. Speaker cables
are either flattish (for home installations, to avoid a messy looking cable),
bumpy (due to lack of insulation and a thick wire guage) or even just a
pair of black and red wires twisted together (the most flexible and easily
replaceable, always potentially a tangle hazard).
Types of Cable
Cables used to transfer audio information are usually made of metal.
Cheap cables could be the type of copper cables you might expect to find
in lighting or mains wiring. Usually cheap cable could be pressed into
service in a hurry, especially when using bare-wire connectors. This of
course also implies that the cheapest cables are used for speaker connections.
As above, ensure that speaker cables are capable of handling the high electrical
power of speakers or they might melt.
More expensive types of metal cables, in order of cost, range from
Oxygen-Free Copper (OFC), Silver and Gold. OFC is longer lasting than plain
copper and allows less distortion to corrupt the audio signal passing through
it. Silver cables and Gold cables are usually reserved for audiophile applications,
and the improvement in sound is usually minimal for the casual listener.
There are non-metal cables for audio, typically not used for speaker
connections. Graphite, the stuff that makes pencil 'lead' black and writeable,
can actually conduct an electric current when it is passed in a certain
orientation relative to its atomic structure. Graphite cables are available,
but are very difficult, if not impossible to solder on your own. They have
to be made at the factory. They are supposed to be less susceptible to
incidental electromagnetic fields than metal cables, and do not bias the
sound in any way. In effect, a very neutral, distortionless cable. Also
very expensive.
Plastic polymer cables are also available, but I have not come across
them yet. I'll update this page with relevant information when I get the
chance.
Connectors
There are a number of different types of connectors used to affix cables
to equipment. Balanced equipment requires at least three separate points
of contact from the cable to the equipment, while unbalanced equipment
requires at least two. Stereo unbalanced connectors requires at least three.
Confused? Read on.
Jack or connector?
What is the difference between a jack or a connector? Although terminology
varies from place to place, a jack is usually used to refer the outlet
or inlet on equipment that allows a cable to be inserted and connector.
A connector is found on the ends of a cable. A cable connector will plug
into an appropriate equipment jack. Both jacks and cables can come in female
and male versions.
XLR connectors
XLR connectors come in several names: Switchcraft, Cannon, and XLR.
They are all basically the same. The difference is in the manufacturer
of the connector and how the connector is built. All different forms of
XLR can be readily connected with another XLR jack or connector.
XLRs have an interesting male-female convention. Whereas most other
connectors just have female on the jacks and male on the connectors, XLR
can have either on either side. Although this seems like an unnecessary
hassle, it is actually an advantage of XLR. The rule of thumb is: if the
jack/connector is to be connected to a source of audio signal, then it
should be a female. If the jack/connector is to be connected to a receiver
of an audio signal, then it is a male. This is an easily understood convention
for anybody past puberty, so equipment with XLR connectors are usually
wired up correctly (with occasional blunders). Cables typically would have
male on one end and female on the other, thus making the extension of XLR
cables really easy: just plug in another cable. No adaptors required.
XLR is also a very secure type of connector. A well-made XLR connector
would have a metal cylinder with three pins inside. The pins are arranged
in an isosceles triangle to avoid connecting the cable the wrong way round.
The pins connect up the shield, the male and the female conductors, and
are usually clearly numbered on the connector. The cylinder is not an electrical
signal carrier at all, it is just a rigid protective covering. A clip at
the top of the female cylinder fits into a rectangular gap on the male
cylinder, making a secure and audible 'click' when the two parts are connected.
The connectors/jacks cannot be removed once a connection is made unless
the clip is depressed, or a very strong force is exerted on the cable,
in which case, the cable will probably snap at the same time. A rubber
or plastic tube forms a grip for the cable so that it is not easily broken
off the connector.
As you might have deduced by the three pins, XLR is typically a connector
for balanced cables. An XLR-to-unbalanced cable can be made by connecting
the shield with the cold conductor at any point of the cable, but this
would lose the signal strength and the noise cancellation abilities of
the balanced connectors.
Unfortunately, there is a strange variation of the XLR standard that
exists in some European standards. This mixes up the connectors such that
the first pin is the hot conductor, the second pin is the cold conductor
and the third pin is the shield.
Although there are pre-made XLR cables on the market, XLR jacks are
usually sold separately for professionals to solder to cables of their
choice of length and type. Cannon, Switchcraft and Neutrik are three well-known
brands of XLR connectors. Cannons are the originals, but I haven't had
much experience assembling these.
Switchcraft connectors are more durable, but when disassembled, separate
into several small pieces. This could make assembly a little trickier.
For example, the spring for the clip-button on the female connectors can
fall out of the assembly when the connector is unscrewed. Lose anything
and you'll have an imperfect connector. The durability of Switchcraft connectors
is far superior to most other connectors. Miniature screws, the type only
accessible to jeweller's screwdrivers, are used extensively in the assemblage.
Neutrik (of Switzerland) make the easiest to assemble XLR connectors.
They come in about 4 easy-to-handle pieces. Grooves inside the parts help
each piece slide in the correct direction and orientation. No screwdrivers
are required for assembly. The metal casing seems a little thinner than
Switchcraft's, but don't dent easily unless (like I have) thrown from two
or more stories onto concrete. Note that a dented male connector is typically
a useless connector, since it's almost impossible to un-dent it and the
female connector will never fit with a damaged male connector.
Neutrik's connectors have cable grips that, although easy to assemble
(just screw them in), don't seem as rock-solid as Switchcraft grips. Neutrik
connectors may be a little less resistant to tension in cables, but I have
had no problems with them in the past.
1/4" or Phone Connectors
These are the big-brothers of the miniature stereo plugs that are found
on Walkmen and smaller mini-compo systems. They are found in one long shaft
1/4" in diameter. Along the shaft there are divisions of plastic that separate
the contact points along the shaft. There is also a little constriction
in the shaft that permits a 1/4" connector to lock into a jack when inserted,
though this is nowhere as secure as an XLR locking clip. Since they are
usually used for headphones, they are also called Phone connectors.
1/4" Connectors come in two-contact and three-contact connectors. I
have seen a four-contact connector somewhere before, but I can't remember
where. Two-contact connectors are strictly mono-unbalanced connectors.
Three-contact connectors, often found on larger headphones, could either
be used for stereo-unbalanced connections or mono-balanced connections.
Two-contact connectors are commonly termed as TS connectors, as the
shaft is divided into two parts: the Tip, and the rest of the connector,
known as the Sleeve. The constriction in the shaft is part of the tip in
both two- and three-contact connectors. The tip is usually used for the
signal ('hot') and the sleeve is used for shielding and the signal return
('cold' as well as 'ground').
Three-contact connectors are known as TRS connectors. The shaft has
an additional plastic division in would have been the sleeve in a two contact
connector. The contact closer to the tip is known as the Ring, while the
contact closer to the cable is known as the Sleeve. The Tip is the 'Hot'
connection, the Ring is the 'Cold' connection, and the Sleeve is the 'Ground'
connection in balanced TRS connectors. For stereo connectors, the Tip and
Ring are both the 'Hot' contacts for the left and right signals respectively,
while the Sleeve is both the 'Cold' and 'Ground' for both sides.
1/4" connectors are usually male, and jacks are usually female. Interconnection
between two cables usually require a female-female adaptor (a little cylinder
to whole two shafts).
A variation of the stereo 1/4" connector is found in the Y-splitter.
This consists of two unbalanced cables connected to one TRS 1/4" connector.
Instead of carrying left and right signals, the Y-splitter carries one
signal into a jack and another signal out. This is used in mixer inserts,
in which a signal is tapped out of a mixer for processing with equalisers,
echo units, and other processors, then put back into the mixer to continue
the signal path. With a Y-splitter, the 'pulling out' and 'putting back'
of a signal can be achieved with one TRS jack.
Some 1/4" jacks have a special feature that, as far as I know, can
only be found on mini-phone jacks as well. This type of jack is known as
the break-jack. One example of its use can be seen in some stereo systems,
in which the insertion of a headphone (1/4" connector) results in the cutting-off
of the main loudspeakers. This jack has a slightly more complex design,
but basically it permits a signal to travel in one set of paths, or you
can insert a 1/4" connector and have it travel through the connector while
cutting off the original set of paths. Thus, a connector inserted into
a break-jack becomes both a switch and signal connector at the same time.
It is possible to 'tap' or 'sniff' a signal out of a break-jack without
cutting off the original flow of signal by partially inserting the connector
into a break-jack, such that it doesn't 'click' into place. Of course,
this means that a little jarring will cause the 1/4" jack to fall out of
place, so this practice isn't really recommended.
There's a whole range of different manufacturers for TS and TRS 1/4"
connectors out there. I prefer the cable brand Canare, which is mostly
metal. I prefer these because, if you slip with the soldering iron, you
don't inadvertently melt any plastic parts. There is also a good spring
type cable support which prevents cables from bending too sharply as they
come out of the connector, and a supplied little plastic tube with each
connector that prevents the soldering joints from coming into contact with
the shield. They are a little on the large side, which might be a problem
in some cases, but have generous room inside the connector for soldering.
Some people prefer plastic-clad connectors, since you can't get electrocuted
from just holding the connector (very very rare...it means your shield
is carrying a major current), the shields of adjacent connectors cannot
accidentally touch (leading to ground loops) and they are cheaper and lighter.
I've found them to be less durable and difficult to re-solder if you want
to reuse pieces, but use what you prefer.
RCA/Phono Connectors
These are the most common connectors in home hi-fis, CD players, LD
players and Videocassette recorders. They are simple in construction and
are strictly unbalanced. RCA jacks are a small cylindrical stub with a
hole in the middle. RCA connectors have a small pin about 2-3 mm in diameter
with a cylindrical 'flower' of metal around it. Connectors are typically
male and jacks are typically female.
RCA jacks and connectors have an inner contact (pin-to-hole) and outer
contact (flower-to-cylinder). The inner contact is for the 'hot' signal
and the outer contact is for both the 'cold' and 'shield'.
RCA jacks are typically used for carrying -10dB line-signals, although
they are also employed for phonographs/turntables, which is why RCA jacks
are also known as Phono jacks. Don't get these mixed up with Phone jacks!
They could also quite possibly carry +4dB signals, although this is rarer.
RCA connectors are known to be a little less reliable than 1/4" and
XLRs, especially the plastic pre-made type. They are not designed for heavy-duty
use, although some more expensive RCA connectors can last quite a long
time. For example, Monster Cable builds a special type of RCA connector
that has a slitted turbine-like flower that is ridiculously difficult to
remove and insert (which was the point in the first place) while Canare's
all-metal RCA connectors are almost as long as the 1/4" connectors they
make, putting a little more stress on the jack than the connector. Although
RCA connectors are easily dented, they are also easily bent back, although
I wouldn't recommend using a damaged connector for a long period of time,
as it would probably fail again unexpectedly.
I personally find 1/4" connectors easier to solder than RCA connectors,
as the RCA connector would typically use a mix of the 'needlehole' solder
joints (common in 1/4" jacks) and the 'spade' type of solder joints (common
in XLRs). I like 'needlehole' joints as long as your cables are clean and
well trimmed, otherwise they would just be too fat to fit in the needleholes
for soldering.
RCA connectors range from the super-cheapo flimsy plastic whatsits
to the mega-expensive overkill metal and space-age composite things in
audiophile shops. Buy according to your needs, don't go overboard: the
difference in sound quality will probably be nearly inaudible. For almost-permanent
setups, the cheap, pre-made cables will be sufficient. For setups that
require constant changing and rearrangement, you may want to spend a bit
more on something that doesn't weaken or rust easily.
RCA connectors are also used in digital audio as the jacks for digital
coaxial cables. These are usually slightly higher quality with gold plated
terminals. Composite video can also be carried over RCA connectors, so
most VCRs and TV sets should be able to support both sound and video being
carried over separate RCA cables. These cables are usually color-coded
with yellow being the video connector, white or black being the stereo-left
sound connector, and red as the stereo-right audio connector. In a pinch,
a stereo pair of RCA cables can be rushed into service for video and mono-audio,
with little or no difference in either audio or video quality.
Mini-phone connectors
Named because they are used most commonly for miniature earphones,
these smaller versions of the 1/4" connectors require the least space of
all the popular connectors. They are ubiquitous on Walkmen, Discmen, Watchmen,
Camcorders, PC sound cards, Macintoshes and other portable audio or video
components. Really small music sequencers, such as the Yamaha QY10, also
utilise these connectors.
These connectors are really unreliable. The springs in the jack have
been known to give up after a dozen insertions and removals on budget equipment.
They should only be used on really small equipment, and if possible, on
connections that need not be removed and re-inserted often.
It is thought that these components are harder to solder than RCAs,
but I've found them about the same difficulty. Internally, the joints in
a mini-phone connector are not much smaller than RCA solder joints. Like
their big brothers, they also come in plastic and metal versions. The plastic
versions tend to melt a little when soldering and are practically unuseable
if you try resoldering new cables to it twice.
They come in TRS connectors and TS connectors. The joints are exactly
the same in positioning as the 1/4" version, and break-jacks are also possible
for mini-phone jacks.
Mini-phone jacks are also used for Plaintalk microphones on Macintoshes,
but these are slightly longer in length. Although they are TRS jacks, the
contact points serve slightly different purposes. Most importantly, the
tip of the Plaintalk connector is used to draw power out of the Mac to
power electret Plaintalk microphones. Dynamic microphones and line-level
TRS connectors can also be used in a Mac, as they are not long enough to
reach the contact point that supplies power. Condensor microphones have
to draw their power from somewhere else, maybe a battery pack.
Other connectors
That's it for the whole list of common connectors for analogue audio
signals. There are a few others that aren't as common, but have been seen
used in enough in equipment to warrant a mention.
Banana Plugs
These connectors are just a more flexible alternative to bare wires.
Typically, they only have one big conductor, which is a pin with several
flat springs on the side. A banana jack is just a hole, in which the banana
connector slips into and fits snugly. It is less prone to fraying than
bare wires and simple to use for quick installations and deinstallations.
It can usually withstand light tugs, but a hard jerk would definitely pull
out the connector from the jack. Certain bare wire jacks (the screw-tight
type) also have a hole in the middle of the screw to accomodate banana
plugs. As far as I know, they are only used for speaker cables.
Leads/Bare Wires
The simplest type of connectors, usually only seen on speaker cables.
Bare wires can be connected either by screwing down a jack so that the
cable is held tight, or by inserting the wires while holding down a spring-loaded
catch which would grip the wires tight when released. Bare wires have a
tendency to fray and break after repeated use. Soldered wire leads don't
fray as easily, but screw-tight connections might lose their tightness
after time, as solder still flows even when cold, at a much slower speed,
of course, than liquid solder.
Leads are shaped pieces of metal soldered to the ends of cables. They
are just designed to overcome the fraying problems of cables. Two types
of leads are the 'spade' and the 'clamp'. The 'spade' looks like a blunt
two-toothed fork, designed to fit in screw-tight jacks. 'Clamps' are common
on batteries. The 'clamp' jack is just a flat piece of metal. The 'clamp'
connector is a metal piece in the shape of a horizontal 'B' meant to grip
the jack tightly.
Speakon Connectors
This is a new, heavy duty type of connector designed specially for
speaker cables, because of the heavy power loading of such applications.
They are highly secure and made of plastic, in order to prevent shock hazards
from touching the connectors. To secure a Speakon connection, you must
insert the Speakon connector to a Speakon jack, twist the Speakon connector
about 45°, then tighten a ring around the connector that forces the
connector towards the jack. As such, the cable would probably be severely
damaged by a strong cable jerk before the Speakon even begins to budge.
I've tried soldering them, but it's almost impossible, as the contact
points are surrounded by plastic and melting the plastic is unavoidable.
To utilise them, there are hex screws on the side in which you tighten
onto bare cables. The hex screws are tiny, so you might need to get a special
Allen key to tighten them. I usually use bare wires, without tinned/soldered
tips, as I don't want the tightening to weaken after time. They are designed
to last a long time.
Digital Signals
Digital signals are communicated from machine to machine typically
as a series of pulses of 'on' or 'off' signals, high voltage or low voltage
signals, instead of a continuous fluctuation like analogue signals. Digital
cables are usually short. When they are metal, they could be high-quality
OFC, silver or even gold cable. Graphite cables are also sometimes used
for digital signals.
Digital signals are usually electrical, and they use much the same
type of connectors as analogue signals. Again, the connectors are of higher
quality, for instance, they might be gold-plated. RCA, mini-phone and XLR
connectors are frequently used for digital connections.
However, digital signals might be optical. A small laser Light Emitting
Diode at the output end of a digital audio component and a small Light
Sensitive Resistor at the input end allow blinking lights to be transferred
down optical fibers. Of course, light is hardly affected by the electromagnetic
radiation of a typical room, so corruption of the signal is even less of
a possibility. The connectors used for fiber optics would have one transparent
end, that fit inside special jacks in the audio components.
The question is, with the supposed higher resistance to corruption
that digital signals are supposed to have, why do they require such higher
quality components? Perhaps it is due to the fact that unlike analogue
signals, a partial loss of digital information would effectively render
the whole signal being unuseable. A partial loss of analogue signal would
either result in a lower S/N ratio, or a loss in the high frequency part
of the sound, but the sound might still be useable.
Understanding amplifier
power ratings
There are different methods for measuring the power ratings for amplifiers
and speakers. And different measuring methids give different values so
it is vital to understand the difference between theosedifferent power
ratings to be able to make at least some comaparisionf between different
power ratings. This article is collection of information posted to rec.audio.tech
newsgroup at July 1996. The information is compiled from Usenet newsgroup
rec.audio.pro articles written by Norbert Hahn, Dick Pierce and Earl K.
RMS power
To make it short, an RMS power value is directly related to perceivable
energy (acoustical, heat, light - or what else applies).
"RMS" is really a rather meaningless figure, when measuring power. R.M.S.
is useful for measuring the "power-producing equivalent" voltage. Thus
10 Volts RMS will produce the same power into a given impedance that 10
Volts DC would produce (onto a resistance) Any waveform of 10 V R.M.S.will
produce the same power into that impedance. This is because it's the root
of the mean of all the average squared voltages to which Norbert Hahn referred
in the prior post. It is if little meaning to compute the mean of squares
of all the power values in a wave.
RMS, when applied to power measurements, has come to mean "sine-wave
power." A 100 Watt "RMS" amplifier can produce a 100 Watt sine-wave into
its load. With music, the total actual power would be less. With a square-wave,
it would be more.
DIN power
The DIN 45000 defines different methods to measure power, depending
on the device under test. Well, this is what I remember from reading the
DIN some 25 years ago.
For home applicances there are three different numbers for power: Continous
power, Peak power and power bandwidth; the latter does not apply for speakers.
Power measurement of an amp requires that the amp is properly terminated
by Ohmic resistances of nominal value both at input and output. The continous
power is measured when the amp is supplied by its normal power supply.
It must then be able to deliver the rated power at 1 kHz for at least 10
minutes while the maximum THD does not exceed 1 %. To measure the peak
power the normal power supply is replaced by a regulated power supply and
the time for delivering the power is reduced. Thus, higher values for peak
power are obtained. You may skip measuring the peak power by simply multiplying
the continuous power by 1.1.
The power bandwidth is defined as the bw for which 1/2 of the rated
continous power can be obtained.
Actually, DIN 45 500, CNF 97-330, EIA RS-426 and the encompassing IEC
268-5 specify not pink noise, but pink noise filtered by a filter that
provides sinificant attenuation in the low and high frequency region of
the spectrum to more closely model the long-term spectral distribution
of music. Pink noise itself does not accomplish this
PMPO (Peak Music Power)
So called "music power". This power figure tells the power which the
amplifier can maximally supply in some conditions. PMPO rating gives the
highest measuring value, but this info is quite useless, because there
is no exact standard how PMPO power should be measured.
The reason for this power rating was to show the max capability of
equippment for recreating strong musical tansients like kettle drums and
the like. Similar thing (music power rating) was used in the sixties, and
I think it assumed a square wave that swung the whole supply range of the
output stage. This alone gives them a factor of two over a clean sine wave
note. But the ugliest thing they did was to assume that the high power
lasted such a short period of time that the power supply caps would hold
the voltages steady without any drooping. In the real world, an under powered
PS could be hidden by this ruse and the PMPO might be a factor of 10 or
more higher than what could be sustained on a nice instrumental performance.
Forget what adverts say about peak power or other "power terms" because
they are not standardized and anyway comparable between equipments. Just
look for "RMS continuous Power" or other reliable power rating (like DIN
power).
Speaker power ratings
The nominal power for speakers is defined quite differently: The continous
power is measured by pink noise rather than a sinousoidal signal and it
is applied for 24 hours. Bandwidth of the noise is as required/specified
by the speaker. Thus the nominal power is applicable to both a single chassis/driver
and complete box. And the THD is not the limiting factor: It is replaced
by the term that the speaker should by no means be damaged. Rhe requirement
is that the speaker meet the manufacturers performance sapecification after
the power cycle.
The maximum power is defined for woofers and boxes only. It is measured
by applying sinusoidal signals of 250 Hz and lower such that the speaker
is neither damaged nor produces unwanted output.
The AES/ANSI spec provides for two power measurements: thermal power,
as you describe above, and excursion limiting, which is determined by either
the hard mechanical limits afforded by the suspension, or the difference
between the length of the voice coil and the length of the magnetic gap.
Other amplifier specifications
Speaker impedance the amplifier is designed to drive
Many amps manufactured these days are rated only for 8-ohm-and-above
loads, and not for 4-ohm loads. This is done largely as a cost savings
by the manufacturer. Amps which are capable of driving 4-ohm loads to the
same output voltage require heftier power supplies, heatsinks, and (often)
output-stage transistors: they'll be delivering twice as much current into
the load, and will be dissipating roughly twice as much heat within their
output stages.
If a manufacturer chooses to quote a power rating at 4 ohms in their
advertising, the amp must be capable of delivering this much power after
a 'warmup' period of operation at 1/3 power (which level actually dissipates
_more_ heat in the output stage than full-power operation).
In order to save money during manufacture, manufacturers often use
skimpier power supplies, heatsinks, and output stages - and as a result,
the amps may have a 4-ohm power rating which is _less_ than the 8-ohm rating.
This is somewhat embarrassing for the manufacturer to advertise - and,
so, they often do not quote a 4-ohm power rating at all, and state that
the amp is designed to be used only with loads of 8 ohms or above.
With many such amplifiers, you can drive a 4-ohm load safely, as long
as you don't try to drive it too hard. If you drive a low-Z load to too
high a volume, one of several things may happen: the amp may begin to "clip"
(sounds very harsh and distorted, may damage the tweeters), or may overheat
and shut itself down, or may overheat and burn up (all the magic blue smoke
leaks out).
Methods for making 4 ohm speaker to appear as 8 ohm
Wire a 4-ohm power resistor (10-20 watt) in series with each 4-ohm
speaker. This makes the system to be appear as 8 ohm load and is inexpensive.
The cons are that the resistor wastes power, may cause frequency response
go bad because speakers do not have constant resistance with frequency.
When you play at high volumes the resistor may get hot and burn thing or
itself.
Using 4 ohm to 8 ohm matching transformer will not waste much power,
but the transformer will be heavy, expensive and hard to find. Transformer
has also problems in playing back lowest frequencies (saturation causes
distortion in high levels) and in higher frequencies the inductance in
the transformer will cause phase shifts. You can wire two 4-ohm speakers
in series if you have two identical speakers. Problem is that if the speakers
are not identical type the frequency response and power distributin will
be uneven. Most "8-ohm" amplifiers can drive a 4-ohm or 6-ohm load as long
as you don't try to get full power out of the amp (if you do, it may overheat
and shut down).
Buy yourself a decent power amplifier whose output stage and power
supply are capable of handling a real honest low-impedance load. Good amplifier
will be expensive but gives best sound quality and reliabity.
Dampling factor
The output impedance of an amp should be extremely low. If it's .8
Ohms, then an 8-Ohm speaker has a damping factor of 10. If it's .08, then
the amplifier provides a damping factor of 100, etc. Don't confuse the
actual output (source) impedance with the load impedance that is recommended
for the amp (4-Ohms, 8-Ohms, etc).
The idea is that if the speaker is 8 Ohms, and the amplifier has a
source impedance of .08 Ohms, then the amplifier "damps" the motion of
the cone by a "factor" of 100. In reality, the true damping that the cone
"sees" is determined by many things, part of which is the damping limitation
imposed by the resistance of the voice coil, usually around 5 Ohms or so
for an 8-Ohm speaker. You can see that if the speaker has 5 Ohms of resistance,
the internal (source) impedance of the amplifier (.08 Ohms for a damping
factor of only 100) doesn't add much to the total resistance in the voice
coil circuit, hence has very little effect on total damping. So any modest
change in the amplifier damping factor correlates to virtually no change
in total damping.
A speaker designer shoots for a certain damping (same as 1/Q) to achieve
a certain desired type of low-frequency rolloff. The assumption is that
the source impedance of the amplifier is 0 Ohms. If the source impedance
is .08 Ohms (damping factor of 100), very little error is introduced into
the system. Higher damping factors are getting into diminishing returns
in terms of the total damping. In practice we want a certain, relatively
low damping figure for the whole speaker system, (1.414 for a maximally
flat bass response).
What is amplifier "bridging" or "monoblocking"?
When you're told a stereo power amplifier can be bridged, that means
that it has a provision (by some internal or external switch or jumper)
to use its two channels together to make one mono amplifier with 3 to 4
times the power of each channel. This is also called "Monoblocking" and
"Mono Bridging".
Bridging typical HIFI amplifier involves connecting one side of the
speaker to the output of one channel and the other side of the speaker
to the output of the other channel. The channels are then configured to
deliver the same output signal, but with one output the inverse of the
other. The beauty of bridging is that it can apply twice the voltage to
the speaker. Since power is equal to voltage squared divided by speaker
impedance, combining two amplifiers into one can give four (not two) times
the power.
In practice, you don't always get 4 times as much power. This is because
driving bridging makes one 8 ohm speaker appear like two 4 ohm speakers,
one per channel. In other words, when you bridge, you get twice the voltage
on the speaker, so the speakers draw twice the current from the amp.
Another interesting consequence of bridging is that the amplifier damping
factor is cut in half when you bridge. Generally, if you use an 8 ohm speaker,
and the amplifier is a good amp for driving 4 ohm speakers, it will behave
well bridging.
Also consider amplifier output protection. Amps with simple power supply
rail fusing are best for bridging. Amps that rely on output current limiting
circuits to limit output current are likely to activate prematurely in
bridge mode, and virtually every current limit circuit adds significant
distortion when it kicks in. Remember bridging makes an 8 ohm load look
like 4 ohms, a 4 ohm load look like 2 ohms, etc.
If your amplifier does not have built-in bridging option built in you
can use an additional stage to invert the signal for one channel but drives
the other channel directly.
The Speakers
The speakers are the output of the system they are very important.
The common spearkers ploblem is the bass reproduction.
Here are two factor that make the difrence.
A lot of misinformation has been spread in the industry with regard
to the issues that affect the SPL capability of a speaker system. The fact
is that the factors which control SPL capability are very defined and simple:
Cone Area (Sd) and Linear Excursion Capability (Xmax).
The ability of the speaker to displace air in the listening environment
is a function of the two factors above and is very similar to how the bore
and stroke of a piston in an engine determine the displacement of the cylinder.
It is commonly understood that larger diameter woofers are louder than
smaller diameter woofers (assuming equal excursion). In car audio, however,
it is not often possible to fit large drivers into vehicles without a substantial
sacrifice in usable space. For this reason, car audio subwoofer performance
benefits greatly from maximing displacement through increased excursion
capability within a given frame size.
The specification which indicates linear excursion capability is "Xmax".
This spec designates the amount of cone travel in one direction while maintaining
linear motor behavior and is usually listed in inches or milimeters.
Linear motor behavior means that there is always a constant length of
voice coil winding in the magnetic gap of the motor structure. If the voice
coil is pushed beyond the linear limit, the output becomes more distorted
and, if pushed too far, the speaker can suffer a failure of its suspension
components or voice coil windings. Well-designed woofers can be played
beyond their Xmax to some extent without audible low-frequency distortion
or damage. The design of the suspension plays a large role in determining
how acceptable the non-linear behavior will be.
Xmax does not indicate how far the cone can be physically moved. Just
because a woofer cone can be moved by hand a great deal does not mean that
its voice coil is capable of moving it that far. Just because you can go
100 mph on a bicycle being towed by a Porsche doesn't mean that you can
achieve that speed using leg power! You should also be conscious of "peak
to peak" Xmax specs which need to be divided by two to compare to one-way
specs.
Long-excursion woofers require very rugged and precise suspension and
motor design as well as sufficient thermal powerhandling to take advantage
of their excursion potential.
A Head-to-Head Comparison
Let's compare two 10" speakers and determine their ultimate linear output
capability. The first speaker is a JL Audio 10W6 with an Xmax of .468"
(12 mm), the second is a real 10" woofer from a prominent car audio manufacturer
with an Xmax of 0.25" (6.5 mm), which at the time of this writing is pretty
average in the industry. Let's call the second speaker "Speaker A".
Below you will see the maximum SPL that each speaker can produce at
each frequency in a sealed enclosure with a Qtc of 0.7 (for maximally flat
response). Next to the SPL figure in parentheses you will see the amount
of power being handled to produce this maximum excursion. This figure is
the effective mechanical powerhandling of each driver at each frequency.
The numbers below do not indicate frequency response.
Maximum (Displacement Limited) Output and Powerhandling
10W6
(Xmax = 12 mm)
Speaker A
(Xmax = 6.5 mm)
20 Hz
95.7 dB 189.2 W
90.2 dB 78.2 W
30 Hz
102.7 dB 244.3 W
97.3 dB 81.5 W
40 Hz
107.7 dB 392.6 W
102.3 dB 90.6 W
50 Hz
111.6 dB 705.5 W
106.2 dB 109.7 W
60 Hz
114.8 dB 1275 W
109.3 dB 144.6 W
80 Hz
119.8 dB 3649 W
114.3 dB 290.2 W
100 Hz
123.7 dB 8655 W
118.2 dB 597.5 W
The data show how direct the link is between Xmax and ultimate output
capability when comparing speakers of equal size. As you can see, the 10W6
outperforms Speaker A by 5.5 dB consistently up the scale. The difference
in low-frequency output capability between these two drivers is staggering.
You would need two Speaker A's to equal the output capability of one 10W6.
That makes sense when you consider that the 10W6 is moving virtually twice
as much air as one Speaker A.
If you refer to the plot to the right (clicking on this image will download
a full-size version) you will see a comparison to ultimate output with
each speaker being driven by the amount of nominal broad-band power necessary
to reach its linear excursion limits in that particular sealed box (again
with Qtc = 0.7). You will see that the 10W6 handles twice the power and
is easily capable of outperforming Speaker A in this real-world situation.
You will also notice that the 10W6 does not begin to approach its excursion
limits until the frequency drops below 25 Hz, whereas Speaker A approaches
its limits starting at 45 Hz.
For every doubling of excursion capability (Xmax) you gain 6 dB of ultimate
output capability. This may seem a bit counter-intuitive because we have
all been taught that a doubling of acoustic power only produces a 3 dB
increase. What we must keep in mind is that the acoustic power is proportional
to the square of the pressure, just as electrical power is proportional
to the square of voltage. A doubling of excursion requires 4x the input
power and produces 4x the acoustic power, all other factors being equal.
Here are the relationships in summary form:
1.26 x power (watts) = 1.12 x excursion = + 1 dB
1.59 x power (watts) = 1.26 x excursion = + 2 dB
2.00 x power (watts) = 1.41 x excursion = + 3 dB
2.52 x power (watts) = 1.59 x excursion = + 4 dB
3.18 x power (watts) = 1.78 x excursion = + 5 dB
4.00 x power (watts) = 2.00 x excursion = + 6 dB
5.04 x power (watts) = 2.24 x excursion = + 7 dB
6.35 x power (watts) = 2.52 x excursion = + 8 dB
8.0 x power (watts) = 2.83 x excursion = + 9 dB
10.0 x power (watts) = 3.16 x excursion = +10 dB
From these numbers you can quickly see that the change in power is always
the square of the change in excursion. This is true both for input power
and acoustic power as excursion is directly proportional to voltage, not
power.
Going back to the comparison between he 10W6 and Speaker A, you can
also see that low-frequency power handling is directly linked to Xmax.
The 10W6 is capable of handling very high power levels in the heart of
the sub-bass region range without it coils jumping like suicidal lemmings
out of the gap. This means that it is in control and reproducing the signal
faithfully. If you pump more than 90 watts into Speaker A at 40 Hz it will
begin to distort and could potentially be damaged. The 10W6 handles almost
400 watts mechanically at 40 Hz.
The importance of mechanical power handling is undeniable when it comes
to subwoofers. Especially when one considers the output capability of today's
high performance car amplifiers. A speaker may be able to handle 1000 watts
thermally but if it has a short voice coil and short excursion capability
it will not handle power well, mechanically speaking.
Shameless Plug
All JL Audio subwoofers feature very long excursion capability. Even
our least expensive subs are more excursion-capable than many of the "top
of the line" subs on the market. As you move up to the W4 and W6 subwoofers,
excursion capability increases as does thermal power handling. The long
excursion capability of JL Audio subwoofers not only ensures superior output
capability but also superior fidelity with demanding program material.
When the voice coils of lesser subwoofers are playing leap-frog with the
magnetic gap, the JL Audio subs are still operating well within their linear
range and producing clean, high-fidelity bass output.
Hope you like it, come back soon, e-mail me.
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