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:
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High-school mathematics: Performing the computations
by hand that WinSound does internally would require mastery of advanced
mathematics--e.g., trigonometry, coordinate transformations, vector algebra,
etc… WinSound presents a user interface that minimizes the math requirements.
Still, one needs to know how to tell WinSound where various components
are, and the language of location is the Cartesian coordinate system. Thus,
if you can understand that the point (3,4,5) is 3 units to the right (along
the x axis), 4 units forward (along the y axis), and 5 units
above the origin (along the z axis), you are ready to plunge in.
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An interest in sound reinforcement principles: Paul
says it best:
We have different gifts according to
the grace given us. If a man's gift is prophesying, let him use it in proportion
to his faith. If it is serving, let him serve; if it is teaching, let him
teach; if it is encouraging, let him encourage; if it is contributing to
the needs of others, let him give generously; if it is leadership, let
him govern diligently; if it is showing mercy, let him do it cheerfully.
Ro 12:6-8
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.
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A little extra time: The principle benefit of WinSound
is the expense it saves by letting a volunteer--rather than a professional
consultant--do the time-consuming tasks of measuring the room geometry,
researching and entering speaker specifications, and iterating toward an
acceptable design. If your church is large enough to afford a professional,
by all means, use one. If your building has not been built yet, then definitely
use one. WinSound will not alert you to a poorly designed room, and the
expertise required to produce a good room is significant. It will be money
well spent. In the mean time, you can still use WinSound to investigate
the consultant's recommended design as to whether your needs have been
clearly communicated and understood.
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:
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Direct Sound Intensity: WinSound computes the total
direct sound at each location. It uses the properties of the speakers (directivity,
frequency response, and efficiency) along with the positions of the speakers,
the Sound Man, and the listeners. Thus, it does not attempt to model reflections,
reverberation, or room resonances. These are complex subjects and are beyond
the scope of WinSound's intent. But even in the presence of these phenomena,
the strategy remains the same: focus the sound on the audience--which is
highly absorbent--and avoid spilling it onto reflective surfaces. And WinSound
is designed to help you do just that.
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The Sound Man: The Sound Man is the heart of WinSound.
The central idea is that a sound operator will do whatever he (or she)
can to make it sound good to him. Usually, anyone who hears the same sound
as the Sound Man hears the best sound that the system is capable of producing.
Therefore, the Sound Man is the standard against which all other listening
references are judged.
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Third-Octave Frequencies: WinSound is a third-octave-analysis
program. That is, sound pressure levels are computed for 29 discrete frequencies
ranging from 31 Hz to 20 kHz--generally the range of human hearing. These
are the same frequencies that appear on third-octave equalizers and sound-level
meters.
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The 2D View, 3D results: The main working area in
WinSound appears as the top view of a listening area. The heights of speakers
and listening regions cannot be seen directly, but the height is used in
the computation and is always available through a mouse click. 3D graphics
are an expense and complication that WinSound was intended to avoid.
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!