Philosophy of WinSound

WinSound is designed to address the need of the medium-sized church with the assumption that it will be used by a non-engineer volunteer. Real experts in the field have much more powerful--and more complicated and expensive--tools at their disposal. Hence, WinSound's user interface and its level of detail are kept as simple as possible while still providing answers to the most common sound problems in churches and other sound-reinforcement applications.

In short, WinSound answers the question, "How do I choose and use the right speakers?" It was created under the following basic theory: Every church has at least one member who is proficient in high-school mathematics, possesses an interest in sound reinforcement principles, and has a little extra time to contribute toward making the system the best it can be. Let's take a look at how these components affect the development of WinSound:

If permitted, I would add, if it is designing sound systems, let him do it with WinSound. The point is that not everyone will enjoy this activity, but I believe God will place someone in your church with the unique personality to enjoy and excel at this (such people do exist; I'm one of them). Such a person is not necessarily the sound operator either. A critical ear will do nothing to help you design your system until you actually assemble and test it. WinSound requires a critical mind. The basic activity is making judgements about the meaning of numbers and graphs as they relate to the quality of sound. These fundamental principles have led to a computational approach to sound reinforcement that balances the need for accuracy against the pitfalls of complexity. This approach is characterized by the following features: The process of designing the sound system with WinSound is an iterative one, as indicated below:

The first step is creating the model--a mathematical representation of your system and listeners. This process consists of (1) telling WinSound what type of speakers you have, (2) telling WinSound where they are located, and (3) telling WinSound where the Sound Man and listeners are.

The next step is launching the analysis and interpreting the results. This is where you tell WinSound to crunch the numbers, and you decide what they mean. You use WinSound's graphics to decide whether everyone in the audience is getting good levels at all frequencies.

The chances are that your first attempt will not be satisfactory. If not, you follow the "no" arrow through the iteration loop of the process. The next step is to modify the model. You might simply re-aim your speakers to reach listeners in "dark" corners. You might add more speakers or change their type. You might move the audience boundaries around to locate people where the sound is best. You might move the Sound Man where he can hear better. With each change you make, you will launch a new analysis and evaluate the success of the change. Finally, you will decide that no more improvement is needed. You're done. Go build the system!



 
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