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The MAIZ<br />

When you were a kid in high school you should have learned<br />

that nothing can travel faster than the speed of light. Nothing,<br />

that is, other than a police vehicle which is about to give<br />

you a ticket, the rumour that you’ve broken up someone<br />

else’s marriage, the person who sniped that must-have-widget<br />

from right under you on eBay, or the piece of gold that<br />

just fell out of your tooth. Gold teeth break another law of<br />

physics: despite being more dense than everything else,<br />

they dissolve into invisibility when placed in a sink. Somewhere<br />

in the greater sewage system, there is enough gold to<br />

buy the sewage system.<br />

Light travels at light-speed, which is kind of fast. Electricity<br />

travels at almost the speed of light in a wire, and the<br />

“almost” is of no practical impact if the electricity is carrying<br />

audio. But sound travels at the speed of sound outside<br />

a wire and that’s also important. If you put on a pair of<br />

headphones and talk to yourself through a microphone,<br />

you hear two things: sound travelling to headphones at the<br />

speed of light, and sound travelling through your head at the<br />

speed of sound. As long as those two sounds arrive at the<br />

ears in reasonable alignment, all is sweet. In the scheme of<br />

analogue everything, it’s hard to misalign those two sounds<br />

even though your bones don’t conduct at the speed of light.<br />

Mostly this works because bones conduct sound quickly<br />

enough, which is true. Even for that performer on your<br />

gig who has an incredibly big head. “Quickly enough” is the<br />

important bit.<br />

Speed of sound becomes a different problem when you<br />

move to digits. Digital processing always adds delay to a signal.<br />

That’s because it takes time to do maths, just like in real<br />

life, and because most digital processes add a bit of buffering<br />

to ensure that the electronics gets everything right before<br />

the signal is shipped off to the next process. Delay, delay,<br />

delay, some of it decidedly nasty. It doesn’t take too many<br />

processes before the delay starts to add up in ways that<br />

aren’t good. Go back to the experiment of listening to your<br />

voice on headphones. As you add more and more delay to<br />

the headphones, the voice in your ears gets out of step with<br />

the voice in your head. Despite several squillion years of<br />

evolution, no Darwinian effect has yet had time to teach our<br />

brains how to deal with hearing ourselves through a digital<br />

delay. That means the brain has no coping mechanism, just<br />

some threshold at which it becomes important.<br />

Above that threshold it works a bit like this. The first<br />

thing you notice is something wrong, but maybe you don’t<br />

know quite what. A bit more delay and you start to hear<br />

comb-filtering effects as the brain adds the two signals<br />

together. your head becomes a flanger. It’s weird, but<br />

tolerable if you absolutely have no alternative, and you can<br />

learn to deal with it, maybe. A bit more delay and you start<br />

to hear a semi-distinct echo. At this point you might want<br />

to go and look up “Haas Effect”, and discover how slight<br />

delay (and even lots of delay) has been used to great effect<br />

in control rooms and Dolby surround. As the delay knob<br />

is turned up to extreme, you get beyond Haas Effect and<br />

move into being unable to deal with the delay at all. Feed<br />

100mS of delay into someone’s headphones and watch them<br />

squirm.<br />

We need to understand the impact of delay. All digital<br />

consoles introduce delay; it’s unavoidable and it comes with<br />

the territory. Design engineers go to very short lengths to<br />

keep those delays to something small in the hope that the<br />

delay won’t be noticeable or troublesome. Most manufacturers<br />

and all salespeople will tell you that anything less<br />

than three to four milliseconds is don’t-worry or maybe<br />

don’t-care. True if you’re listening to yourself on foldback<br />

speakers, if you’re listening front of house, or even if you’re<br />

listening to monitors in an anechoic chamber. But as soon<br />

as you start listening to yourself on headphones it’s vitally<br />

important. Where would that be? In-ear monitors, for one.<br />

Talent IFB. All radio presenters.<br />

I’m sort of comfortable with the concept that most people<br />

don’t react to a delay of less than three milliseconds. But<br />

here’s the thing: go and try to find anyone who can tell you<br />

in cold hard researched terms what you REALLy need to<br />

know, which is whether a couple of milliseconds of delay is<br />

important to the artist who pays your wage. There’s really<br />

only one person who can tell you that, and it’s the artist.<br />

And just like in the early days of transistors, just because the<br />

test instruments tell you that there’s no distortion doesn’t<br />

mean that nobody can hear the effect, or that it isn’t off-putting,<br />

or that it isn’t important. I get tired of salespeople<br />

who say it isn’t important, because they aren’t the end-user,<br />

and they aren’t the people who feel the pain.<br />

The new world is one of big shiny digital consoles that<br />

have so much to offer in terms of everything operational,<br />

and where electrical measurements become insane: no noise,<br />

infinite frequency response, unmeasurable distortion, and<br />

they never go out of whack or need tweaking. But they do<br />

have delay, and as you feed one console into another, and<br />

loop through and back and around a couple of times, and<br />

in and out of outboards, and… well, those delays add and<br />

sooner or later you need to expect that someone will notice.<br />

Be aware, be very aware, and ignore at your peril. Oh, and<br />

check that you have a few short-path mix-minus feeds available<br />

for the talent. Just in case.

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