Difference between revisions of "Principles"
m (New page: * Every sound source should be amplified through only one System. * There are times that you will want to "pan" across two or more Systems. It may sound fine on stage and may help with the...) |
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− | * Every sound source should be amplified through only one | + | <div style="width:35em;min-width:22em;max-width:33em;"> |
− | * | + | ;Principles for running multiple performers with several L1 systems |
− | * Every player should hear him/herself through the | + | * Every sound source should be amplified through only one system |
− | * | + | * Run sound sources that have similar frequency ranges to different systems. This avoids masking and enhances the [[Cocktail Party Effect]]) |
− | * All players that should be heard at the same volume should be the same distance from | + | ** Route vocals to different systems |
+ | ** Route individual guitars to different systems | ||
+ | * Avoid "panning" a sound source across two or more Systems. While this may sound fine on stage and help with the stage mix, it can cause phase issues and nulls in the audience. It will also lower the gain before feedback for microphones | ||
+ | * Every player should hear him/herself through the system closest to them | ||
+ | * Keep loud sources out of the path between a player and their system | ||
+ | * All players that should be heard at the same volume should be the same distance from their System | ||
+ | </div> |
Latest revision as of 21:06, 18 November 2024
- Principles for running multiple performers with several L1 systems
- Every sound source should be amplified through only one system
- Run sound sources that have similar frequency ranges to different systems. This avoids masking and enhances the Cocktail Party Effect)
- Route vocals to different systems
- Route individual guitars to different systems
- Avoid "panning" a sound source across two or more Systems. While this may sound fine on stage and help with the stage mix, it can cause phase issues and nulls in the audience. It will also lower the gain before feedback for microphones
- Every player should hear him/herself through the system closest to them
- Keep loud sources out of the path between a player and their system
- All players that should be heard at the same volume should be the same distance from their System