AES Review
Live Sound Magazine
December 1992

Anthony McLean, Editor

Return to SAC overview

Call it virtual, on-screen, whatever; computer-controlled audio production mustered big crowds at the 1992 AES show.

"If you build it, they will come."

Like it or not, trade shows are remembered for ground-breaking product releases. For pro audio manufacturers, the task of developing meaningful new gadgets is relentless, and, as in the keyboard business, this constant quest for the "new thing" sometimes can cause economic hardships. This path of continual hardware upgrade is an expensive and scary proposition. Have the right gizmo at the right moment, and win big; arrive too far behind the curve and wipe out.

Certainly, the 1992 AES show will be remembered as the show when Tascam introduced the D88 with its 8mm format, and upped the ante in the under $5,000, 8-channel digital multitrack sweepstakes. However, from the "change-how-you-do-everything" department, two control/interface developments attracted long looks from manufacturers and end-users during the '92 AES.

The highest profile play was made by AT&T (yes, AT&T), George Massenburg Labs (GML) and Gotham Audio, with a product called DISQ. The 2-hour demo DISQ was possibly the hottest ticket at the show. The DISQ system couples an interface translator (GML-written) with an existing AT&T-manufactured military-grade parallel processing box. When tracking is completed, DISQ effectively removes consoles fitted with GML moving fader automation from the edit/ mix process. The end result is essentially a virtual, digital mix desk. DISQ is initially, at least, intended for the high-priced frontier of high-end recording.

What relates directly to the live sound universe is the accelerating trend toward audio system control within a virtual environment. MIDI-controlled signal processing, including gates, mutes, DSP and even dynamic control, are becoming universal. VGA mixing consoles already have delivered a degree of "intelligent" control. As loudspeaker development and digital electronics matured, computer integration of sound systems has become the next brave frontier. The good news is that software-based audio control potentially revitalized the entire audio industry. The bad news is that computer-shy engineers will suffer under this arrangement.

Bombs Away

A second processor-based system that turned heads at AES was SAC. It's not the Strategic Air Command; it's Software Audio Console. Developed by Innovative Quality Software, which has offices in Las Vegas and San Diego, SAC is essentially a computer program that emulates traditional mixing console functions.

Don't be surprised if you've never heard of SAC. Until AES, few people had. Yet, the SAC booth was almost always packed — many times with vendors and manufacturers, many times with regular audio citizens. The SAC demo was intense, moving quickly to try to cover all of the ground. Little was left to the imagination. These folks tried to make it impossible for you to not catch on.

SAC is a Windows-based system that assembles and integrates on-screen audio control icons, such as faders and rotary pots, into a representation of a mixing console. Access to these controls is achieved by point-and-click selection of a particular audio control icon. Manipulation of the controls is a click-and-hold or click-and-drag procedure common to any personal computer control interface.

Promising an eventual infrared, remote, head-worn device that allows mobile mixing in a virtual mixing environment, the SAC prototype "console" seen at AES featured 60 inputs, a 9-band graphic EQ, 12 aux sends, eight sub assigns, a noise gate and a compressor. Remember, this particular configuration is simply representative of how configurations could be made.

The single caveat here is that the SAC software shown during the '92 AES show was a prototype. You couldn't listen to the system operate. Only the on­screen (control) portion of a live mix could be displayed, but no great leap of faith is required. This approach is intuitive. Console setup is nothing more than data entry. Sure, you have to generate the data yourself, but, when you decide to set kick drum EQ like this and to add some compression, it's still just data entry.

The SAC ramrod is an engineer/programmer named Bob Lentini. He employed a hybrid of "C" and assembly language for SAC's customized MS-DOS (disk operating system). Extraneous command information was stripped, and only the information required for audio processing was retained. During the demo, at least, this approach appeared to accelerate processing speed and access time significantly over a "regular" 386/25 or 33 running Windows. Of course, the software is MIDI-implemented.

Potential refinements not mentioned during the SAC demo could eventually include a touch-sensitive screen and a single, mouse-like, interactive fader and rotary pot for setting and adjusting controls. This would allow engineers to touch the part of the screen they needed to control and set the adjustment in a traditional twist or push-pull fashion.

The SAC system also offered some hard disk recording, which obviously could be included as part of this. It is presumable that every system could be double-rigged for a second engineer at a second console who could be multitracking all performances to hard disk for recording, but the direct-to-disc recording field already is cluttered with competition and littered with failure already.

The SAC system seemingly evolved away from the traditional influences of the major corporate R&D centers. There are advantages and disadvantages to this. Without prejudice toward existing systems, Lentini assembled a logical, workable approach, and it is obvious that he had the unusual freedom and skill to "just make it happen." Without involving the heavy hitters early, however, the actual time for SAC (or some variation) to get to market may be prolonged. The biggest obstacle facing the SAC project will be the expensive allotment of resources for a new company to "prove it really works."

When the Hardware Remains the Same

Language is the key in all advanced cultures. Just get the audio conglomerates to agree on the need for integrated systems communications (language), and, in theory, the obstacles evaporate. Various proponents and proposals for audio hardware integration have come through the years; none have become a de facto standard.

This lack of a universally accepted audio systems protocol means that systems integration will lag. Remember, it took decades for AES to implement an accepted standard for the Pin-2 or Pin-3 polarity issue. Some language/network system will eventually generate enough inertia to achieve escape velocity and establish a defined industrial orbit, and only then, when enough players buy into an effective, non-threatening protocol, will live, computer-based audio reach its metaphoric "warp speed."

One company that may make this happen is Lone Wolf, Rendondo Beach, CA. Having tendered an audio-designed local area network (LAN) called MediaLink, Lone Wolf has staked a major claim for the universally integrated, software-implemented, audio control system market. To varying degrees of involvement, QSC, Rane, Carver, TO A, Peavey and Fender are now within the MediaLink orbit.

With a platform-independent environment called Venus, Lone Wolf has extended network accessibility to any vendors using Mac and Windows operating systems. The Venus concept employs the existing desktop metaphor, common to personal computers, to easily construct custom audio control panels and "venue views." The end-result allows horizontal system integration and advances compatibility between various products.

For the promised land of total digital system integration, Lone Wolf is designing MediaLink Level II implementation to carry digital audio signals plus equipment control and monitoring data. This Level II approach, or something like it, would also likely serve as the opening for the fiber optic cable vendors to achieve significant penetration into the live sound market.

The big picture here is that any number of signal processors can be accessed, assuming they are capable of external machine control on any input/output channel or bus. Input, output and routing configurations are simply a matter of point, click and drag. Looming large is the promise that the "snapshot" memories will allow multiple acts to operate from the same computer platform (a.k.a. mixer) with totally dedicated FX, EQ and gain structure files. The idea is that there will be various digital black boxes that are software-driven.

Interactive loudspeaker controllers are everywhere. JBL, Yamaha and TOA have multifunction digital controllers. Specific manufacturers will provide interface ports and control logic, and the rest is programmable history. Variations of Apple Talk are also evolving as a protocol. One important British console firm is said to be nearing completion of a "talking" console with highly advanced memory.

In case you can't imagine how this might work for you, here are some hypothetical variations of how a fully implemented SAC (or other) software program using an customized audio LAN, such as MediaLink with Venus, might work for you.

Scenario 1. You construct your own virtual console any way you want it. You can order preamps from company A, equalizers from company B, dynamics control from company C, gates from company D and effects from company E. Then, you operate/program all these components via a shared interface, such as SAC, using the software-controlled memory functions. Any repeatable mix change or A/B comparisons of various gain structure/EQ/dynamics settings are a virtual point-and-click away. Console makers who maintain their market share will allow their consoles to be completely accessed by remote-controlled software. This approach offers the ultimate redundancy of a traditional hands-on console for a virtual mixing platform, and it seems to be in evolution in the Cadac consoles, which are used widely already in big-time live theater.

Scenario 2. Eventually these virtual systems will engage a multiple set of digital engines that are totally software-based. They will receive digital input first, which will go through the A/D process within a few feet of the microphone, or in the case of line level inputs, digital signal will be a standard output option. The audio signal will then remain digital-only until returning to the power amp input.

Depending on software, these DSP processors will be anything and everything. First, you want some advanced system diagnostics, TEF or FFT analysis. Then, you need compressor/limiters, crossovers and delay lines for a system output. You got 'em. Tomorrow you apply some heavy DSP for the live direct-to-disk recording you made last night. Just change the software application. Click on a different icon.

Convincing the Crowd — The Department of Redundancy Department

To some, there remains the questions of whether live sound will actually be better because of this and whether engineers will choose to use it? Absolutely! Soon, a wide majority of audio devices will be externally controllable. Nearly everyone already owns, or will soon own, computers like those used to operate these systems. Automated system fault diagnosis will make the battle easier, and the certain reduction of mundane redundancies, such as system and input equalization, will improve our work, if only by allowing us more time for other tasks. Consider the simple integration of multiple performers and the disk-based snapshot memory of repeat-able special effects, and on-screen mixing becomes seductive and irresistible.

There is one subtle, tactile issue left to resolve. That is whether the touchy, feely sensibilities of veteran audio types can fully buy into computer screen interface. Some will not, but it really doesn't matter. It's only a matter of time. As the kids who grew up on Pac Man first infiltrate and then dominate our ranks, mixes will be appear on vertical screens rather than horizontal consoles. Case closed.

Personally, I prefer the idea that certain hardware — as opposed to software — is superior to others. So, maybe I'm old-fashioned. From any point of view, there is a beautiful irony here. It will take systems that are highly redundant from every angle to make these systems fly, so to speak, with the end-users. But once you build in the control that end-users will require, you eliminate the redundancy of reinventing mix moves night after night.

Computers may not be as smart as humans nor as subjectively aware, but their memories are a hell of a lot better and faster. As a result, creativity will expand to a previously impossible real-time interactive control of fx and spatialization.

What Does It Really Mean?

It's about control, freedom and commerce. Everything changes here. The industry changes here. Money gets money here, and the potential for growth in our business is greatest right here. Live digital audio brings some juice to the party. Yeah, juice. Even the ac vendors will be juiced by the stiffer power requirements of all these digital systems, plus more road-ready computers and hard drives will sell.

An AES working group has been hammering this deal for several years. When evolved and resolved, this issue will produce a total redefinition of live audio production. Analog signal will be converted to digital on-stage and remain digital throughout processing until returned to the amplifier and loudspeaker. You'll be able to easily integrate and route audio data into existing house systems and use existing house systems to augment touring systems. You'll be able to reconfigure between large and small systems in a heartbeat or repatch an entire system with one pre-set. Direct-to-hard-disk recording of every song in every set will transform every stage into a recording studio. A data stream carrying all audio signals (including control) to and from the stage will even carry lighting protocols. In short, all performance control information can, and eventually will, be integrated.

There are many more people working in this field than space can cover here. Throughout 1993 we will invite guest columnists from the industry — Charlie Richmond from Richmond Sound, Damon Wooten from The Colder Group, Steve Cohan from Intelix and others — to help tell this story. Make no doubt, the future will — before we get old — be on­screen.

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