Audio: Signal Flow and Console Gain Structure





Hi all,

Attached below is our video to correlate with the post’s topic of gain structure. While there may be, a virtually endless supply of reading materials out there, if you’re like us, we enjoy quick videos that hit key points, spurring our interest to investigate, learn, and explore on after the fact.

To simplify the explanation of gain structure in our audio system; it is the balancing of audio signal level from source input (a mic, DI, etc.) to system output (the speakers) to achieve the maximum signal to noise ratio. This gives you optimal gain for you to manipulate, throughout your system, giving you the right amount of gain, so that you are not having to make any drastic adjustments at any point in the signal chain to make the signal much louder or softer. There are more considerations to make in achieving this balance, such as: enough PA for the space, proper mic technique and/or source output level, etc. For more on these topics, please see our other blog posts.

“All of our posts are put together by the staff at JR Sound Co. a small outfit from Las Vegas, NV. For more on us, visit our website at www.jrsoundcompany.com, cheers! ”


Audio: Gain Structure and Signal to Noise Ratio




Understanding gain structure and signal flow is a key factor in successfully setting up and operating any sound system. This is true, from your car or home stereo, to a sound system in a theater, arena, or stadium. The basic principles of audio and acoustics, just as they are based on physics and electricity, are true across the spectrum of scale, for possible configurations.

Your source can range from an acoustic piano, to a dj mixer, to a car cd player. Your source either has an acoustic and/or digital output,  that can be categorized as instrument level, mic level or line level. Acoustic instruments or extensions of them will most of the time be categorized as mic level, ie. mic’ing an acoustic guitar or vocal, or the output of an electric guitar amp. But these designations can change, ie. an acoustic guitar has a pickup and a 1/4″ instrument level output, that can be plugged into a D.I. box run into the system at mic or line level.

At the console, all of your input sources now converge, into what is in essence a matrix mixer, ie. many, input sources, that can be manipulated and routed to multiple outputs simultaneously. Each input channel will contain some combination of pre-amp, eq, aux sends, fader, mute switch, etc. The first gain stage your signal will come to will be your pre-amp. This is where your source output gain arguably matters most. Besides output level of electronic instruments, mic positioning, D.I. pad features, etc., the signal reaching the pre-amp is the first check of your signal to noise ratio.

In any audio capturing situation, be it acoustically, or electronically, the goal is to capture as much amplitude, (the volume of gain), as possible without clipping or distortion, to achieve the balance of your signal’s dynamic range in relation to headroom and signal to noise ratio. Headroom is the space between top of your signal’s amplitude and clipping. This becomes increasingly tricky with instruments with large dynamic ranges, such as a trap drum kit. If you have listened to records and/or cassette tapes, you will more easily observe a slight hiss, low level hum, or just a general low level noise, like white noise. In the analog or digital realm, if you turn up the gain very high on a source, you will also start to hear this same type of noise. This is referred to as your noise floor, the ambient noise being amplified by your transducer.

Gain structure is the optimal setup of gain stages, in order to achieve maximum signal to noise ratio. In other words, as much direct signal of your source, compared to the noise floor. If you place a microphone 6 ft. away from a source, you will hear much more acoustic reflections in comparison to the direct sound coming from the source, than if the microphone was only 1ft. away. The same also goes from a digital source. In any scenario, raising the pre-amp level on a console input channel, will also raise your noise floor along with your source’s direct signal. The less optimal your gain structure, the more noisy your input signal. For instance, if the output of a DJ mixer is too low, going into the input of an audio console and you have to raise the pre-amp level a considerable amount, your signal’s sound may appear to be distant, lack definition, and sound like you are playing a poorly recorded track. On the other hand, too much source signal can be undesirable as well, causing clipping and/or distortion because of the lack of headroom in your dynamic range.

The biggest thing to remember, is that achieving optimal gain structure and signal to noise ratio, is about maintaining an even balance, from your source signal, to the outputs of your speakers.

“All of our posts are put together by the staff at JR Sound Co. a small outfit from Las Vegas, NV. For more on us, visit our website at www.jrsoundcompany.com, cheers! ”


Show Consistencies

Like any well oiled machine, the process of steps, to successfully execute any show, are generally the same, from initial advance to load out and settlement. A touring show’s goal, is to carry out the same processes and put on the same show, no matter the venue, as was planned in pre-production and rehearsals.

The success rate of this, falls on everyone involved, but more globally, on the coordination of logistical planning and the communication between traveling and house staff.  Below we touch on points that will be carried out at every show.

  • Load In/Setup
  • Soundcheck
  • Doors Open
  • Showtime (duration)
  • Changeover (if applicable)
  • Load Out





In addition to the above bullet points that would typically be seen on a daysheet, the additional topics also apply to be sorted in the advance.

  • Hospitality ( Dressing/Green room location and rider, meals)
  • Runner/Transportation
  • Parking
  • Hotel rooms
  • Media Interviews (on/off site)
  • Meet and Greet
  • Merchandise Sales
  • Settlement
  • Photo/Video Recording/Broadcast
  • Guestlist

Each of the above points include input and involvement from all parties (client, house, vendor)  While the touring, and/or vendor staff may supply only the production staff and equipment, there are more positions for the house to consider:

Production

  • Technical Director
  • Stage manager and/or Producer
  • Head LD and Assists
  • Head Audio and Assists (or FOH, MON, and System Tech(s))
  • Stagehands
  • Spot Light Operators

Other Depts.

  • Security
  • Door Staff
  • Box Office
  • Transportation and/or Runner and Vehicles
  • Bar Staff (bar tenders waitors/waitresses/servers, runners, Porters, dishwashers, etc.)
  • Restaurant Staff?
  • Bathroom Staff (where applicable)
  • Custodians

As we have discussed in our other articles, our lists are not exhaustive and do not cover every situation. Especially in the technical realm, on smaller productions, you can often find individuals performing the tasks of multiple roles.  For a deeper look into the touring positions, please see our previous articles.

“All of our posts are put together by the staff at JR Sound Co. a small outfit from Las Vegas, NV. For more on us, visit our website at www.jrsoundcompany.com, cheers! ”