antics wrote:how much of an effect does the room have? I work in quite a large room with some KRK 8s, i know the monitors aren't that clean themselves so is there much point in trying to treat the room? It feels a bit like polishing a turd?
The room has the largest effect of anything in your monitoring chain. At the low end, it's not uncommon to see dips of over 30dB, and very very common to see 20dB. This is due to either room modes or low frequency comb filtering (boundary effects/Speaker Boundary Intereference Response/SBIR). To answer Logic Pro's question about distance from the walls here; it depends. The speaker and listener positions where you have the best balance of room mode effects and SBIR is the right distance. Having the speakers right up against the wall moves SBIR to higher frequencies where they are more easily absorbed. you get a low shelf boost effect from the wall, which is why most nearfields have low shelf controls on them, to conterbalance that. Having them one foot away
After the modal problems, everything is about the time domain. That is,
reflections. If you don't have ways of controlling reflections then you're up shit creek. That's why absorptive material is prescribed (as well its use in taming modal problems). It's not about telling people to throw money at it; after moving your speakers to the best place it's about the only way to start to fix problems even if you are a bedroom producer. If you're serious about it, you'll do it. If you're not, then stop moaning and get on with it
Let's explain this in clear terms. Everyone here knows what you get when you put a very short delay on something, right? You get a comb filter! Yay!
Well, no. Try this experiment;
Put some headphones on.
Put a tune on an audio track, maybe turn it down a bit to give some headroom.
Make 6 send channels.
Mute them.
Insert a single-tap delay plugin on all of them.
On each delay, set the mix to 100% wet, zero feedback, no filtering.
Make sure every send is getting full level (ie set the send amount to 0dB/unity gain).
Set the return level on the first four to somewhere between -8dB and -16dB - each one different, all random.
Set the return level on the last two to somewhere between -15dB and -24dB - same again.
Set delay times something like this (rough is good enough);
Delay 1 - 1.5ms
Delay 2 - 5ms
Delay 3 - 8ms
Delay 4 - 11ms
Delay 5 - 18ms
Delay 6 - 22ms
Now unmute the returns one by one, or even all together. Listen to the fucking state of it. This is an extremely simplified version of what your room is doing * . Here's why I chose those delay times.
1.5ms corresponds to a reflection travelling an extra 50cm or so compared to the direct sound - like a reflection from the desk in front of you. 5ms and 8ms are travelling about an extra 1.7 and 2.6 metres - like the side walls and the ceiling (one way or the other, depends on your room being wide/high). 11 ms is 3.5 to 4 metres - so it could be the back wall. 18ms and 22ms could be going wall>ceiling>back wall>ears or similar. All this is done without any calculators, it's just done roughly in my head, ok!
Now let's pretend to put some absorption (rockwool, foam etc) in the way of those reflections, at the specific reflection points (not just all over the room!).
Group the first 4 faders, and turn them down so that the highest one is at -20dB. Ahhhhhhh.... that's better, right?
This is why you use absorption to tame early reflections. There's no way around it, there's no avoiding it. That is, unless you have a purpose-built room that cost you a million pounds... but then you probably wouldn't be reading this. It's not about 'throwing money at it' - it's a demonstrably effective means of improving the sound in your studio by about a million %.
In terms of finding those reflection points, using an ETC is the way. In my (admittedly relatively limited) time with acoustics, absolutely nothing ever ever ever works out how it does on paper, ever. It's a total headfuck of a subject and measurement is the only way to know what is going on.
Good luck chaps. You WILL need it
*
without modal or SBIR effects necessairly... if you want to include those then stick stick a big crazy random load of cuts in your low end to get a rough idea