Tag Archives: Digital Consoles

My Interview On AMR

I was invited to do a radio show on AMR.fm! Here are some key bits.

Please Remember:

The opinions expressed are mine only. These opinions do not necessarily reflect anybody else’s opinions. I do not own, operate, manage, or represent any band, venue, or company that I talk about, unless explicitly noted.

About a week ago, I was invited into “The Cat’s Den.” While that might sound like a place where a number of felines reside, it’s actually the show hosted by John, the owner of AMR.fm. We talked about a number of subjects related to local music and small venues. John was kind enough to make the show’s audio available to me, and I thought it would be nifty to chop it all up into topical segments.

The key word up there being “chop.”

That is, what you’re hearing in these files has been significantly edited. The whole thing was about two hours long, and there was a lot of “verbal processing” that occurred. That’s what happens during a live, long-form interview, but it’s not the best way to present the discussion afterwards. Even with having tightened up the key points of the show, I’ve taken pains to not misrepresent what either of us were getting at. The meaning of each bit should be fully intact, even if every sentence hasn’t been included.

So…

The Introduction

Supatroy

A quick reference to an earlier show that featured Supatroy Fillmore. (Supatroy has done a lot of work in our local music scene.)

Why The Computerization Of Live-Audio Is A Great Thing

Computerizing live-sound allows guys like me to do things that were previously much harder (or even impossible) to do.

How I Got Started

A little bit about my pro-audio beginnings…way back in high-school.

Building And Breaking Things

I’m not as “deep into the guts” of audio equipment as the folks who came before me. I give a quick shout-out to Tim Hollinger from The Floyd Show in this bit.

Functional Is 95%

A segment about why I’m pretty much satisfied by gear that simply passes signal in a predictable and “clean” way.

The Toughest Shows

The most challenging shows aren’t always the loudest shows. Also, the toughest shows can be the most fun. I use two “big production” bands as examples: Floyd Show and Juana Ghani. The question touches on an interview that I did with Trevor Hale.

I Worry Most About Monitor World

If something’s wrong in FOH, I can probably hear it. If something’s not quite right on the stage, it’s quite possible that I WON’T hear it – and that worries me.

Communication Between Bands And Audio Humans

I’m not as good at communicating with bands as I’d like to be. Also, I’m a big proponent of people politely (but very audibly) asking for what they need.

The Most Important Thing For Bands To Do

If a band doesn’t sound like a cohesive ensemble without the PA, there’s no guarantee that the PA and audio-human will be able to fix that.

Why Talk About Small-Venue Issues?

I believe that small-venue shows are the backbone of the live-music industry. As such, I think it’s worthwhile to talk about how to do those shows well.

Merchant Royal

John asks me about who’s come through Fats Grill and really grabbed my attention. I proceed to pretty much gush about how cool I think Merchant Royal is.

What Makes A Great Cover Tune?

In my opinion, doing a great job with a cover means getting the song to showcase your own band’s strengths. I also briefly mention that Luke Benson’s version of “You Can’t Always Get What You Want” actually gets me to like the song. (I don’t normally like that song.)

The Issues Of A Laser-Focused Audience

I’m convinced that most people only go to shows with their favorite bands in their favorite rooms. Folks that go to a bar or club “just to check out who’s playing” seem to be incredibly rare anymore. (Some of these very rare “scene supporting” people are John McCool and Brian Young of The Daylates, as well as Christian Coleman.) If a band is playing a room that the general public sees as a “venue” as opposed to a “hangout,” then the band isn’t being paid to play music. The band is being paid based on their ability to be an attraction.

Look – it’s complicated. Just listen to the audio.

Everybody Has Due Diligence

Bands and venues both need to promote shows. Venues also need to be a place where people are happy to go. When all that’s been done, pointing fingers and getting mad when the turnout is low isn’t a very productive thing.

Also: “Promoting more” simply doesn’t turn disinterested people into interested people – at least as far as I can tell.

Shout Outs

This bit is the wrap up, where I say thanks to everybody at Fats Grill for making the place happen. John and I also list off some of our favorite local acts.

 


Split Monitor For The Little Guy

You don’t have to be in the big-leagues of production to get big-league functionality.

Please Remember:

The opinions expressed are mine only. These opinions do not necessarily reflect anybody else’s opinions. I do not own, operate, manage, or represent any band, venue, or company that I talk about, unless explicitly noted.

So, I’ve already talked a bit about why “split monitoring” is a nifty idea. Independent signal paths for FOH and monitor world let you give the folks onstage what they want, while also giving FOH what you want – and without having to directly force either area’s decisions on the other.

…but, how to set this up?

Traditional split-monitor setups are usually accomplished with a (relatively) expensive onstage split. Individual mic lines are connected to the stagebox, which then “mults” the signal into at least two cable trunks. This can be as simple as bog-standard parallel wiring – like you can find in any “Y” cable – or it can be a more complex affair with isolation transformers.

While you can definitely use a splitter snake or stagebox to accomplish the separation of FOH from monitor world, the expense, weight, and hassle may not really be worth it. Traditional splitters are usually built with the assumption that there will be separate operators for FOH and monitor world, and that these operators will also be physically separated. As a result, the cable trunks tend to be different lengths. Also, those same cables are made of a lot of expensive copper and jacketing material, and the stagebox internals can be even more spendy.

Now, if you actually need the functionality of a full-blown splitter snake, you should definitely invest in one. However, if you just want to get in on the advantages of a split monitor configuration, what you really need to shift your spending to console functionality and connectivity.

General Principles

Whether you implement a split monitor solution via analog or digital means, there are some universally applicable particulars to keep in mind:

  • You need to have enough channels to handle all of your inputs twice, OR you need enough channels to handle the signals that are “critical for monitoring” twice. For instance, if you never put drums in the monitors, then being able to “double up” the drum channels isn’t necessary. On the other hand, only doubling certain channels can be more confusing, especially for mixes with lots of inputs.
  • You actually DON’T need to worry about having enough pre-fader aux sends. In a split monitor configuration, post-fader monitor sends can actually be very helpful. Because you don’t have to worry about FOH fader moves changing the monitor mixes, you can run all your monitor sends post fader. This lets you use the monitor-channel fader itself as a precise global trim.
  • If the performers need FX in the monitors, you need to have a way to return the FX to both the FOH and monitor signal paths.
  • You need to be wiling to take the necessary time to get comfortable with running a split monitor setup. If you’ve never done it before, it can be easy to get lost; try your first run on a very simple gig, or even a rehearsal.

With all of that managed, you can think about specific implementations.

Analog

To create an affordable split monitor rig with an analog console (or multiple consoles), you will need to have a way to split the output of one mic pre to both the FOH and monitor channels. You can do this by “Y” cabling the output of external pres, but external mic preamps tend to be pretty spendy. A much less expensive choice is to use the internal pres on insert-equipped consoles. Ideally, one pre should be the “driver” for each source, and the other pre should be bypassed. Whether you pick the FOH or monitor channel pre is purely a matter of choice.

Your actual mic lines will need to be connected to the “driver” pre. On most insert-equipped consoles, you can plug a TS cable into the insert jack halfway. This causes the preamp signal to appear on the cable tip, while also allowing the signal to continue flowing down the original channel. The free end of the TS cable should also be connected to the insert on the counterpart channel, but it will need to be fully inside the jack. This connects the split signal to the electronics that are downstream of the preamp.

If you are working on a single console, you will need to be extra careful with your routing. You’ll need to take care not to drive your monitor sends from FOH channels, and on the flipside, you should usually disconnect your monitor channel faders from all outputs. (If all your monitor auxes are set as pre-fader, you can connect your monitor channel faders to a subgroup to get one more mix. This costs you your “global trim” fader functionality, of course. Decisions, decisions…)

Digital

Some digital consoles can allow you to create a “virtual” monitor mixer without any extra cables at all. If the digital patchbay functions let you assign one input to multiple channels, then all you have to worry about is the post-split routing. Not all digi consoles will let you do this, however. There are some digital mixers on the market that are meant to bring certain aspects of digital functionality to an essentially analog workflow, and these units will not allow you to do “strange” patching at the digital level.

As with the analog setup, if you’re using a single console you have to be careful to avoid using the monitor auxiliaries on the FOH channels. You also have to disconnect the monitor faders from all post-fade buses and subgroups – usually. Once again, if you don’t mind losing the fader-as-trim ability, setting all your monitor auxes to pre-fader and connecting the fader to a subgroup can give you one more mix.

Split-monitor setups can be powerful tools for audio rigs with a single operator. The configuration releases you from the compromises that can’t be avoided when you drive FOH and monitor land from a single channel. I definitely recommend trying split monitors if you’re excited about sound as its own discipline, and want to take your system’s functionality to the next level. Just take your time, and get used to the added complexity gradually.


The Pros and Cons of Decoupling

Separating gear into its components gives you more control, but it also creates more work.

Please Remember:

The opinions expressed are mine only. These opinions do not necessarily reflect anybody else’s opinions. I do not own, operate, manage, or represent any band, venue, or company that I talk about, unless explicitly noted.

Question: If I gave you a mic pre, a parametric equalizer, a couple of splitter cables, an output selector box, and three volume pots, what could you make?

Answer: A basic channel strip.

Think about it – for all intents and purposes, the items listed above are the basic components necessary to construct an audio chain that behaves like a channel found on a simple console. What made them seem different is that they were packaged as single items, instead of all being attached to a circuit board.

They were decoupled from one another. Unbundled. Unboxed.

Decoupling pro-audio components can give you a lot of powerful choices, but it isn’t appropriate for everyone or every situation.

What The Heck Am I Talking About?

When I talk about “coupled” or “bundled” audio products, I’m referring to a device that houses multiple functions in one enclosure. Each function could theoretically be performed by a separate device in its own enclosure, but for various reasons the devices have been combined. For example:

  • “Powered” speakers, which stick an amplifier (and often, a lot of very carefully tweaked processing) into the loudspeaker enclosure. This is in contrast to “passive” speakers, which require amplification and processing from external products.
  • “Multiway” loudspeakers are even an example of bundling. Some people are happy to run entirely separate enclosures (and amps, and processing) for subs, low-mids, high-mids, and high-end. Lots of other folks are happy to combine everything above the subwoofers into one cabinet.
  • “Monolithic” mixing consoles, which put audio circuitry and/ or processing in the same case as the controls. I’m unaware of any analog console which ISN’T essentially monolithic out of sheer necessity. Some digital consoles, on the other hand, have DSP brains that are at least physically independent of the control surface.
  • System controllers, AKA loudspeaker management systems, are devices which combine equalizers, crossovers, and dynamics processors (amongst other things) into a single unit.

Each of these products presents you, as the buyer, with a choice. Accept the bundle offered, or decline it and construct your own solution. So – why pick one route over the other?

Conservation Of Responsibility

I don’t know if this is the biggest factor to consider when you’re thinking about whether to use a coupled or decoupled setup, but it’s the most generalized description that I could easily think of:

In a coupled solution, the manufacturer bears most of the responsibility for an effective configuration. In a decoupled solution, the responsibility shifts to the operator.

One of the best examples of this is the powered or “active” speaker, especially when the unit is biamped or triamped. The manufacturer of the speaker is the one who has to pick an appropriate amplifier for each driver. Not only that, but they have to include appropriate crossover processing at a minimum. Often, advanced driver-protection, driver-to-driver time alignment, and corrective EQ are “baked in” to the total solution.

If, on the other hand, you choose to go with passive speakers, you have to choose which of these functions are worth implementing, which products you’ll use to fulfill them, how to connect those products, and how to configure each unit.

The upshot is that there’s “conservation of responsibility,” in that the obligation of deciding how to put everything together is always present. Who actually gets most of that obligation depends on how much is packaged in one box. This is also true for the audio knowledge required when using the product(s). Audio gear that’s been bundled can reduce the knowledge demands for whoever is actually doing a show with that gear. Unbundled gear usually requires a more knowledgeable operator for maximum success.

Weight and Volume

Whenever you choose a bundled or decoupled solution to an audio-gear need, it’s helpful to have an awareness of the weight/ volume tradeoff that can occur (it doesn’t always happen):

All things being equal, “coupled” gear reduces the space required for deployment and transport, at the cost of each unit becoming heavier. Decoupled gear makes for lighter individual units, at the cost of more space being required for the entire system.

It’s important to notice that the above starts with “all things being equal.” In many cases, all things are not equal. For instance, if you replace a whole stack of PA management gear with a single Driverack processor, the weight AND volume of PA management equipment goes down. This is because all things aren’t equal – all the physical components of each piece aren’t included, because the functions are replicated in software.

In the same way, a powered speaker may not actually be as heavy as the passive version plus an amplifier, because the manufacturer will probably choose an amplification unit that allows for less weight (not to mention one that doesn’t require a hefty rackmount chassis).

Cost And Risk

Choosing coupled versus decoupled solutions in pro-audio influences both how much money you pay for things, and how many eggs you have in one basket:

Because of various “economies,” coupled products can sometimes be less expensive than their decoupled counterparts.

Powered speakers are another excellent example of this phenomenon. By the time you add up the cost of amplifiers, processing, speaker cable, and racks, creating equivalent functionality with a passive speaker enclosure can be more expensive than just buying a decent, pre-packaged, active box. If cost is a big factor for a production, coupled products can be a big help.

Because of tight, inter-component integration and dependence, the failure of one part of a coupled product can deprive you of the functionality of ALL parts of the product.

An example of this can be found with a loudspeaker management unit. All of the functionality of the unit (EQ, crossover, dynamics, etc) is tied to one power supply and one front-panel control setup. If either one of those is damaged or fails, everything “in the box” becomes unusable. In a decoupled system, the death of the crossover doesn’t deprive you of the use of the EQ. Bundled gear allows for each individual product to do more, but if there’s a problem you may lose ALL of that “doing more” in an instant. It’s just a risk that you have to be aware of.

Control Issues

The final point I want to make is in regards to the overall command that you have over coupled vs. decoupled audio systems:

Using decoupled products provides you with greater system flexibility and control than using bundled units.

I do want to be careful to point out that the above is NOT a value judgement. Greater control and flexibility are not an advantage unless you actually want them and will benefit from them. For instance, I’ve chosen to use a “decoupled” console, where the I/O, processing, and control all have some amount of separation. As a result, I have a ton of control over how the console behaves. If I don’t like some part of it, I can swap that part without losing my investment in the other parts. On the flipside, though, my console is not industry standard, it’s difficult to just “pick up and use,” and I have to be personally invested in making the whole thing work.

In the end, I definitely encourage audio enthusiasts to go for decoupled systems where it makes sense for them. For folks who just want things to work without much hassle, bundled gear is a great choice. I happen to use both kinds of pro-audio equipment, because I have to pick my battles. It all seems to be working out, so far.


UI Setup For A Custom Console

When setting up your own console layout, usability and easy access are key considerations.

Please Remember:

The opinions expressed are mine only. These opinions do not necessarily reflect anybody else’s opinions. I do not own, operate, manage, or represent any band, venue, or company that I talk about, unless explicitly noted.

This video is an overview of the major tips, tricks, and tactics involved in setting up a software console interface for live-audio. Building your own console layout from scratch can be a bit challenging, but it also allows you a LOT of freedom.

Also, if you’re using Reaper (or have software that allows custom track icons), you can download my “number” icons here.


Why I Left SAC

I switched to Reaper from SAC because I wanted more flexibility to define my own workflow.

Please Remember:

The opinions expressed are mine only. These opinions do not necessarily reflect anybody else’s opinions. I do not own, operate, manage, or represent any band, venue, or company that I talk about, unless explicitly noted.

If you know me, you know that I’m a HUGE fan of my custom-built digital console. It has routing flexibility like nothing else I’ve ever worked with, is far less subject to the whims of manufacturers, and generally lets me do things that are difficult or even impossible with other setups.

What you may not know is that I didn’t always use Reaper as the main software package. I started off with SAC. I was actually very happy with SAC for a while, but the “bloom came off the rose” after a few frustrations popped up.

Don’t Get Me Wrong! SAC Is Rad

I won’t lie. I’m going to be pretty tough on SAC in this article.

The point isn’t to bash the program though.

Software Audio Console is a really neat, purpose-built labor of love. If nothing else, it shows that a reliable, live-sound-capable console can be run on a general-purpose computing platform. It has some great features and concepts, not the least of which is the “separate monitor console for each performer” workflow. That feature, coupled with integrated remote-control support, can potentially be VERY killer for the tech that works for professional bands who carry their own production. (Set everybody up with a remote, let ’em mix their own monitors, you run FOH, and life is dandy. Well, until one of the players causes a massive feedback spike. Anyway…)

SAC is efficient. SAC’s overall control scheme is great for live-audio, most of the time. SAC is stable and trouble free. SAC has very usable snapshot management. Using ASIO4All as a separate driver, I was able to use SAC for live mixing and Reaper for recording, with Reaper effectively running in the background.

SAC is a good piece of software.

If there’s any problem with SAC, it’s that the program is overly influenced by its developer’s (Bob Lentini) personal preferences and workflow. If you want something markedly different, you’re out of luck.

It Started With An EQ

I’m a massive fan of Reaper’s native EQ plug. The only thing it’s missing is variable slope for the high and low pass filters. I honestly don’t know why anyone would want to buy an expensive, annoyingly copy-protected EQ plugin when Reaper’s EQ is so powerful.

Yup. I’m a bit of a fanboy. Not everyone may share my opinion.

Anyway.

Wanting to use Reaper’s EQ with SAC is what quickly revealed a “blind spot” with SAC’s workflow. I found out that adding FX to a channel was a bit clumsy. I also found out that manipulating FX on a channel was almost horrific.

To instantiate FX on a SAC channel, you have to find the FX control, click on it to get the channel FX chain to pop up, then use an un-filterable list of all available FX to find the one you want, click “Add,” and hope that you’ve gotten the chain order right.

If you didn’t get the order of the chain right, you have to de-instantiate one of the plugs and try again.

In Reaper, plugin instantiation can happen by clicking the insert stack, picking a plug from a filterable and customizable list, and…that’s it. If you got the plugin in the wrong spot, you can just drag it into the right one.

That may not seem like a huge difference, but the annoyance factor of SAC’s clumsiness accumulates greatly over time.

On the live-manipulation side, Reaper is leaps and bounds ahead. If I need to tweak an EQ on the fly (which happens every show, many times), all I have to do is click on the EQ plug in the stack. Immediately, the EQ pops its UI into view, and I can get to work.

In SAC, on the other hand, I have to (again) find the FX control, click to open the channel FX list, find the EQ, then double-click on it in the list to get the GUI to display. A few extra clicks might not seem like much, but this truly becomes a very awkward slog in a big hurry. In fairness, SAC does have a channel EQ that is VERY much more immediate, but what that ended up forcing me to do was to run my beloved plug as a “basic” EQ, and use the channel EQ for everything else. I’m not bothered by complexity, but unnecessary complexity IS something that I dislike.

There’s also SAC’s stubborn refusal to recognize that drag-and-drop is totally “a thing” now. In Reaper, I can drag plugins and sends between channels. In SAC, you can’t drag anything to any other channel. You can drag channels into a different order, but it’s not simple to do. (Some more unnecessary complexity). In general, dragging things around and multiselecting in Reaper works exactly as you would expect, whereas SAC tends to be VERY finicky about where your mouse cursor is and what modifier key you’re using.

Artificial Scarcity and Workflow Lock-In

In a number of ways, SAC aims to provide a “crossover experience” to techs who are used to physical consoles. This is absolutely fine if it’s what you want, but going this route has a tendency to reduce flexibility. This loss of flexibility mostly comes from arbitrary limitations.

Most of these limitations have enough cushion to not be a problem. SAC’s channel count is limited to 72, which should be WAY more than enough for most of us in small-venue situations. With a SAC-specific workflow, six aux sends and returns are a lot more than I usually need, as are 16 groups and eight outputs.

The problem, though, is that you’re forced to adopt the workflow. Want to use a workflow that would require more than six sends? Tough. Want to use more than eight physical outputs on a single console? Too bad.

Again, there’s no issue if you’re fine with being married to the intended use-strategy. However, if you’re like me, you may discover that having a whole bunch of limited-output-count subconsoles is unwieldy when compared to a single, essentially unlimited console. You might discover that much more immediate channel processing access trumps other considerations. It’s a matter of personal preference, and the thing with SAC is that your personal preference really isn’t a priority. The developer has chosen pretty much everything for you, and if that’s mostly (but not exactly) what you want, you just have to be willing to go along.

Another “sort-of” artificial scarcity issue with SAC is that it’s built on the idea that multi-core audio processing is either unnecessary or a bad idea. The developer has (at least in the past) been adamant that multi-thread scheduling and management adds too much overhead for it all to be worth it. I’m sure that this position is backed up with factual and practical considerations, but here’s my problem: Multi-core computers are here to stay, and they offer a ton of available horsepower. Simply choosing to ignore all that power strikes me as unhelpful. I have no doubt that some systems become unreliable when trying to multiprocess audio in a pseudo-realtime fashion – but I’d prefer to at least have the option to try. Reaper let’s me enable multiprocessing for audio, and then make my own decision. SAC does no such thing. (My guess is that the sheer force of multi-core systems can muscle past the scheduling issues, but that’s only a guess.)

Where artificial scarcity REALLY reared its head was when I decided to try migrating from my favorite EQ to the “outboard” EQ plug included with SAC. I was happily getting it instantiated in all the places I wanted it when, suddenly, a dialog box opened and informed me that no more instances were available.

The host machine wasn’t even close to being overloaded.

I may just be one of those “danged entitled young people,” but it doesn’t compute for me that I should have to buy a “pro” version of a plugin just to use more than an arbitrary number of instances. It’s included with the software! I’ve already paid for the right to use it, so what’s the problem with me using 32 instances instead of 24?

I’m sorry, but I don’t get it.

There’s also the whole issue that SAC doesn’t offer native functionality for recording. Sure, I understand that the focus of the program is live mixing. Like the EQ plugin, though, I get really put-off by the idea that I HAVE to use a special link that only works with SAW Studio (which is spendy, and has to be purchased separately) in order to get “native” recording functionality.

Push Comes To Shove

In the end, that last point above was what got me to go over to Reaper. I though, “If I’m going to run this whole program in the background anyway, why not try just using it for everything?”

The results have been wonderful. I’m able to access critical functionality – especially for plugins – much faster than I ever could in SAC. I can pretty much lay out my Reaper console in any way that makes sense to me. I can have as many sends as I please, and those sends can be returned into any channel I please. I can chain plugins with all kinds of unconventional signal flows. I can have as many physical outputs on one console as the rig can handle.

In Reaper, I have much more freedom to do things my own way, and I like that.

As I’ve said before, SAC gets a lot of things right. In fact, I’ve customized certain parts of Reaper to have a SAC-esque feel.

It’s just that Reaper has the edge in doing what I want to do, instead of just doing what a single developer thinks it should do.


You Should Try A Custom-Built Digital Console. Or Not.

Custom-made digital consoles have incredible power, but they aren’t for everybody.

Please Remember:

The opinions expressed are mine only. These opinions do not necessarily reflect anybody else’s opinions. I do not own, operate, manage, or represent any band, venue, or company that I talk about, unless explicitly noted.

I’ve been a huge fan of digital consoles since about 2001. Back when I was studying at The Conservatory of Recording Arts and Sciences, it took one day in the digital studio to convince me that digital was the way to go. At the time, that room had two TMD-4000 consoles cascaded together. The functionality of those two consoles rivaled that of the much, much, much, much, much, much, (am I going to say, “much,” again? YES!), much more expensive SSL 4056 in the “A” room next door.

Now, I’m not here to argue about sonics. Having heard audio in both the digital room and Studio A, I can tell you that things sounded “just fine” in both places. Some folks might want to make a huge deal out of which consoles seem to sound better than other consoles. That’s not what I’m here to do. What I’m talking about here is functionality – the kinds of nifty tricks that different consoles can pull off.

Anyway, my first digital console was a DM-24. I now have two of them, actually.

I dropped the first one on concrete during an event load-in.

That DM-24 still works pretty well, surprisingly.

The Next Step

Fast-forward to 2011. I’m working at Fats Grill, and I’m tired of lugging my original, slightly-dinged-by-concrete DM-24 in and out of the place every week. (This was before I got my hands on the other DM, because it hadn’t been decommissioned yet. That’s another story.) It was time to get another console, but I couldn’t find anything I really liked at a price that I could justify.

Mostly, it was The Floyd Show’s fault.

This isn’t actually a tangent. Stick with me, folks.

See, we had featured the band, and the show had gone really well, but I had to submix a good chunk of their inputs. My DM was configured to act as both FOH and a virtual monitor console (more on that in another post), so I only had 15 channels that I could work with “natively” – with full, individual routing, and all that.

I wanted to be able to do the entire Floyd Show natively, on one console. I also wanted to keep full, virtual monitor console functionality. If I could do that, I figured that I could do the same for any other band that came through.

There were consoles in my price range with all the necessary analog inputs, but not enough actual channels or routing wizardry to do the virtual monitor thing. I also wasn’t fond of their overall implementation.

The single or cascaded console solutions that would do what I wanted were more than I could justify spending.

What’s a guy to do?

As it turns out, the next step in the “more bang for the buck” digital progression is to build your own console, using off-the-shelf audio interfaces and preamps. General computing platforms (like Windows) run on hardware that’s now powerful enough to stay responsive while handling lots of audio processing. That same hardware and software can also be made plenty reliable enough to function in a mission-critical environment like sound reinforcement.

The Magic

I ended up building a 24-input, 24-output rig, which originally ran Software Audio Console. I’ve since switched to Reaper, with some custom setup work to make the software more friendly to live work. (The “why” of that switch will be yet another post). On this kind of rig, the functionality available to an audio tech is extensive:

  • You can have independent FOH and monitor consoles in one box. The monitor console can be completely independent of FOH – aside from your preamp gains – or you can make it dependent on FOH processing by making some routing changes. You could even make the monitor console dependent on only part of the FOH processing stack, if you’re willing to do some fancier routing.
  • You could conceivably have multiple monitor consoles, configured independently. You could have multiple FOH consoles if you so desired. The only limit is how much processing the computer platform can do at an acceptable latency.
  • You can have as many monitor sends, mix feeds, and cue buses as you have physical outputs available.
  • Any regular channel on the console can have sends or be configured as a bus receive. Any channel. If you need full matrix output functionality, all you have to do is add the appropriate sends to the appropriate channels that are receiving other channels and feeding an output. If you need another bus, you just add one.
  • Since all your console outputs and buses can be regular channels, you can insert any processing on those channels that you please. None of this, “you can’t have that kind of EQ in that context because the engineering team didn’t think it was really important” stuff.
  • Drag and drop is available for all kinds of things. If you want to copy an EQ configuration to another channel, you just grab the EQ plug that’s setup properly, plop it into the target channel’s stack, delete the old EQ, and drag the new EQ to the proper spot. You can do the same for sends.
  • The channel processing stack is incredibly configurable. If you want an EQ to come before a compressor, you can make that happen. If you change your mind, you can reorder the channel processing stack by drag and drop. If you want to have a special EQ that wasn’t part of the main audio chain, but instead does something wild with a parametric filter and then passes its output to a gate key or compressor sidechain, you can do that. You can have two extreme EQ setups that process in parallel. You can have a delay and reverb on a single channel that process in parallel, so that You don’t have to use two buses to address them.
  • For channel processing, you can use any plugin you want – as long as you don’t add noticeable latency to the system of course. The “native” plugs that come with Reaper are killer, by the way:
    • The gate has a key input, hysteresis, and can be made into an expander with a simple adjustment to a “dry signal” control.
    • The compressor has a sidechain input, and also has a “dry signal” control, which means you can do parallel compression right in a single channel.
    • The EQ has as many bands of EQ as you want. It includes peaking, shelving, notch, bandpass, and hi/ low pass filters.
  • You can have permanent groups for channel faders and mutes, or you can get a temporary group by just multi-selecting what you want. (In fact, I use the temporary grouping a lot more than the assigned group functions.)
  • You can save as many mixes and projects as the host computer can hold, with any system-legal filename that you want, in any hierarchy that you want.
  • You can set up a VNC-based remote control system, as long as doing so doesn’t overload the system’s ability to process.
  • Since the whole thing is driven by an audio interface, you can always swap for another one if the current unit has an issue, or you want to try something different.
  • If you want more I/O, all you have to do is get an interface with more I/O, or cascade the current unit if that’s supported. You’re not tied to a manufacturer’s choice as to how much connectivity to include.
  • If you want a control surface, you can add one. You have all kinds of choices, from cheap to extravagant.
  • If the basic controls break, mice, trackballs and keyboards are only slightly more expensive than dirt. In the same vein, as long as you have a pointing device and keyboard attached, you effectively have a fallback control surface if the fancy one has a problem.
  • If you want a better screen, you can get one. Or two. Or as many as your video card can support.
  • You can multitrack record any show at any time, at a moment’s notice. You can even record to max-quality OGG files, and save a lot of disk space without a huge loss in audio quality.
  • You could do an automated mix if you wanted, with a bit of planning and setup.

I’m sure that, somewhere, you can get a prebuilt digital console with all of this functionality. I just can’t think of anywhere that you can get it for less than $20,000 or so. If I remember correctly, the complete build price for the rig that I’ve just described is about $3000.

What To Be Careful Of

With everything I’ve laid out in the list above, you can probably tell that I’m pretty sold on this whole concept. Having all the functionality that my rig provides means that I can do all kinds of things that aren’t really expected in a small venue context – the most notable thing probably being that I have an independent monitor console, and lots of mixes to work with.

Even with all the positives, it’s important that I tell you about the risks and, shall we say, contraindications for putting together a rig like this:

  • This probably should not be your first mixing console. All the options and flexibility can be overwhelming for people who are just starting to learn the craft of live audio.
  • If big chunks of the terminology I’ve used above seem foreign to you, you should definitely do some homework before you try one of these rigs. Otherwise, you may be bewildered, or start doing things without knowing why you’re doing them.
  • If you don’t have a great grasp of how signal flows in a mix rig, this kind of setup isn’t the right choice. A lot of the system’s magic comes from being able to throw audio around in all kinds of ways, and you need to know exactly what you’re doing and why you’re doing it. (I would rate myself as having professional-level competence in terms of understanding signal flow, and I can still back myself into a corner when I forget to think things through.)
  • If your mix rig needs to be used by lots of different audio techs, especially BEs (Band Engineers), this kind of mix system is a bad choice. Very few people use them at the moment, and they’re not what most BEs expect when they roll up to a venue.
  • Rigs like this aren’t likely to be acceptable on riders anytime soon.
  • If you aren’t comfortable with digging around in computer hardware and software, you should think twice about diving into a rig like this.
  • If you don’t have any experience with installing DAW hardware and software, and what can go wrong with DAW setups, you should allow a lot of time for getting your rig running. Or, just get a traditional console.
  • If you aren’t keen on doing your own testing, this kind of system probably isn’t for you.
  • If you can’t get comfortable with the idea that there’s no support except for yourself and what you can find online, this idea is probably something to skip.
  • If you’re absolutely sold on working a lot of controls at the same time, you either need to attach and configure a really good control surface, or just get a regular console.
  • These rigs tend to be a bit slower to operate than traditional consoles, in terms of user interface. If you’re not okay with that, you either need to put in a good control surface, or just stick with what you’re fast on.
  • Even though you can save money overall on these systems, you need to spend dough on the important bits. USB interfaces are cheap, but getting decent latency out of them can be hard or even impossible. Firewire or PCI is the way to go.

With all that said, I just can’t help but be a bit giddy about how unconventional and powerful systems like these can be.

I’ll even help you build one, if you’re willing to throw some money my way. 🙂