THE ACOUSTICAL DESIGN OF RECORDING STUDIOS
 
  When one considers that the recording industry has been building and 
  using studios for about 70 years, it is remarkable that so little basic 
  theory has been published on the subject. To be sure, there are plenty 
  of "here's how we did it" articles in print as well as a number of 
  "here's how to do it" examples to be found in books and magazines, 
  but none of these provide enough of the underlying design principles 
  to enable a reader to duplicate the performance of such studios unless 
  he also duplicates the studio. For that reason, while such publications 
  are interesting and even entertaining, they are of little use to a 
  studio owner who wants to improve an existing room or build a new one 
  in a space different from the exemplars given.

  The situation grows even more extraordinary in light of the massive 
  amount of experimentation and research devoted to control rooms over 
  the past few years. 
 
  Those efforts have resulted in enough published material to allow a 
  studio to select from at least two demonstrably excellent generic 
  control room designs, both of which spring from the same clearly 
  expressed theoretical underpinning. While the general case design 
  will need some cleanup and tuning to achieve optimum results, a 
  studio owner can use the published theory to modify a given plan, 
  adapt it to his particular situation, and come up with a fundamentally 
  decent room. In short, we know how to build good control rooms.

  We sure as hell don't know how to build good studios. In fairness, 
  there are some designers who appear to know something of the subject, 
  but they don't give away their stock in trade, so a studio owner is 
  faced with the problem of separating the good designers from the good 
  talkers. With the near future of his business at stake, that's a 
  serious problem, made worse by the fact that even very good acousticians 
  have been known to make very bad mistakes when dealing with recording 
  rooms. 
  
  As an example, the two worst studios the writer has ever encountered 
  were designed from scratch by a Phd named Sabin. (There were three of 
  them.) The rooms were retreated within a couple of months, but we 
  turned out some pretty marginal work in the meantime. Since this 
  happened in the city's premier recording facility, marginal was a bad 
  case of egg on face.

  Doc Sabin was not at fault in that mess. In fact, nobody was. The whole 
  thing was a terrible mistake.
  
  The mistake was to confuse a recording studio with a normal acoustical 
  envronment.
  
  Acousticians ordinarily think of large rooms in terms of theaters and 
  auditoriums, which have a definite sound source feeding a definite 
  audience. That applies equally to control rooms, theaters, auditoriums, 
  and almost everything else acoustical designers get into.

  It does not apply to studios, which are completely different from most 
  other rooms. A studio has any number of sources in the persons of the 
  musicians, and an audience comprised of those same players. Multiple 
  scattered sources, ditto listeners. Peculiar room.

  Keeping strictly to acoustical performance, the primary function of a 
  recording studio is to provide adequate isolation between microphones 
  while allowing the players to hear each other as well as possible.

  Acoustical isolation is by far the most often discussed of these two 
  areas, but since the parameters involved are addressable by acoustical 
  mathematics, producing  satisfactory isolation levels is a fairly 
  straightforward process.  All  that's needed is a knowledge of what 
  constitutes adequate isolation and several pages of mathematical 
  computations. Happily enough, there is a way round that last item. 

  Treating a room for multidirectional listenability is a good deal more 
  difficult, as it is not a direct function of the room's global 
  characteristics and therefore cannot be treated mathematically. General 
  solutions are available, and they work nicely, but they have more to do 
  with old fashioned intuitive acoustics than with the glitzy new computer 
  aided stuff. 
  
  Among other things, this means that the merits of a suggested treatment 
  cannot be readily confirmed by punching up one's handy dandy number 
  cruncher.
  
  Getting on with it, the specific design parameters are:
  
  1: What is a reasonable isolation level and how much treatment is needed 
     to get it?
  
  2: What constitutes acceptable listenability and how is that managed?
  
  3: What's the catch? (There's a bear in every woods.) ((Sometimes several 
     bears.))
  
  Item one. Acoustical isolation between instruments is a function of the 
  degree to which the sound of one dies away before getting to the next. 
  When the die off is inadequate the sound of one instrument falls through 
  the mike of the next and trashes it. 
  
  If it is excessive the musicians can't hear each other properly, which 
  makes group playing difficult and ruins section sound. Everything in the  
  real world is a compromise, and acoustical isolation is no exception.

  The amount of acoustical attenuation for a given instrument in a room 
  depends on the room's global characteristics. As with any radiated 
  field, sound pressure levels diminish as the square of the distance 
  from the source. Double the distance, lose 6 Db SPL. The equation holds 
  for any distance in a perfectly dead room or out of doors. 
  
  In a normal room, however, the walls reflect some of the sound. Since the 
  source sound level diminishes with distance, at some point the reflections 
  from the walls will equal the source level. Beyond that point the sound 
  no longer dies away, and the level becomes constant at any further 
  distance. The distance at which this transition takes place is currently 
  called the Critical Distance. It has been called other things in other 
  centuries, as it's existence has been known for a very long time. It is 
  easy to observe, easy to measure, and a remarkably accurate indicator of 
  a room's acoustical performance.

  The Critical Distance (Dc) of a sound source depends on the reflectivity 
  of the walls and how much wall surface the sound hits. As an example, a 
  firecracker hung on a string in the middle of a room produces a spherical 
  sound field which will bounce off all six walls of the room. Six, because 
  sound has no sense of direction, and can't tell a floor or ceiling from 
  any other surface. This spherical source is assigned a "Q" (figure of 
  merit) of 1, meaning it has no directionality at all. Hang the cracker 
  against a wall, and it radiates a hemispherical pattern. That's a Q of 2. 
  Halfway up the wall and in a corner it's a half hemisphere, and the Q is 
  4. On the floor and in a corner, Q =8. Q represents the beam width of the 
  sound source. The higher the number, the narrower the beam.

  The narrower the beam, the less wall surface is struck by a source's 
  sound. Therefore, the higher the Q, the longer the Dc. And the higher 
  the surface reflectivity, the shorter the Dc.

  It follows from the above that low Q instruments will have the shortest 
  Dc's, and the poorest isolation. As it happens, low Q describes both the 
  human voice and the entire rhythm section. A moment's thought will 
  explain that. Bass, piano, guitar and drums were used to accompany the 
  human voice for several centuries before mikes and such were invented, 
  and were designed to match it. They match quite well, which leaves us 
  with a kit of Q 2.5 instruments as the basis of isolation design.

  The most difficult instrument in terms of isolation is the voice. Not 
  because it's so soft, but because of limiting. Unless a studio wants 
  to turn out 1940's records, there is no choice but to limit vocals, 
  and the limiter costs about 12 Db of isolation as it pulls up the 
  consonants in the singer's words. What this amounts to is that the vocal 
  channel should show something approaching minus 20 Db when the vocalist 
  is quiet; 12 db for limiting, and 10 to 14 to clear the consonants and 
  allow a little dynamic range for the singer. Since other instruments 
  work nicely with a clearance of 6 to 10Db adequate vocal isolation 
  becomes the criterion for acoustic design in studios.

  Vocal isolation is made a little easier by the small size of the 
  instrument, which allows miking at a half foot without running into 
  serious proximity effects, and generally presents about 86 Db SPL on 
  mike. Hardly thunderous, but the peak level differences between voice 
  and the rhythm instruments are not as great as commonly assumed. It's 
  limiting up the minus 12 Db consonants that give rise to vocal iso 
  problems. Still, since other instruments can be 6Db or more over the 
  voice's 86 Db, the room characteristics have to lay for about 26 Db 
  of acoustical loss from a vocal to mike distance of six inches to any
  other mike twenty acoustical feet away, keeping in mind that the 20
  feet may simply be a few feet in front of the vocal mike. It is not a
  straight line measurement.

  The problem is made harder by a simple but nasty fact. A SOURCE GOES 
  CONSTANT VOLUME AT IT'S Dc, AND THE VOLUME IS THE SAME EVERYWHERE IN 
  THE ROOM. Distance beyond Dc makes no difference in fallthrough, and
  directionality has no effect, except to mud up the fallthrough. 

  Dead flats don't work. Hyper cardioid mikes don't work. Nothing works. 
  The levels of the rhythm instruments have to fall about 26 Db before 
  going constant volume, or you can't work a vocal anywhere in the room.

  Item one is 26 Db. More is nice, but getting much over 26 in a small 
  room involves so much treatment that the studio turns into an anechoic 
  chamber, with fuzz covering every wall. 

  Which brings up item two; listenability of the room.

  Totally fuzzed walls return no sound to the players, who respond by 
  playing louder. And worse. 
  
  It's very difficult for a group of musicians to work in concert (pun 
  intentional) unless they can hear each other. Outdoors, with nothing
  otherwise coming back to the players, stage monitors are used to supply 
  the sound of the group to the group. An engineer can use the studio 
  playback speakers for the same purpose, and it works surprisingly well, 
  but in both cases the players hear the mixer's balance, not their own. 
  They play in one balance and hear another, which creates some subtile 
  but nasty musical corruptions. 

  As an example, no mixer will let a solo ride at too low a level. It's 
  the mixer's job to maintain a proper balance, and mixers do their jobs. 
  So if a musician plays a tentative first solo, the mixer raises it's 
  level as needed,  and it plays back in proper balance. After a few takes, 
  the soloist gets used to the idea that his solos will come out right no 
  matter what he does, and lays back on all of them. It's easier to play 
  soft. The mixer also adjusts to the situation, and bumps the level for 
  each solo. All this sounds pretty good at the time, but after a few days 
  both parties discover that the solos don't sound like solos. They sound 
  like lifted fills. That's because a solo is generally a high energy item, 
  and when a player lays back rather than putting out the energy, the solos 
  lack drive and intensity.

  Technically speaking, this is a matter of harmonic content. When an 
  instrument is played hard or loud, the energy shows up as an increase 
  in harmonics, and the result is a loud sound. When not, not, and 
  artificially boosted soft solos just don't make it.

  While this is one of the less obvious problems involved, musicians who 
  can't hear their overall sound well enough to maintain solo and section 
  balances during performance are very unlikely to play at their full 
  potential, and they need to hear themselves directly. That's especially 
  true if the mixer is tricking up the sound as it goes through the console 
  to the tape.

  Since the usual studio setup points the musicians and their instruments 
  at the control room, the obvious (and normal) way to supply direct 
  feedback is to bounce the player's sound off the control room wall.

  Control room walls are left reflective as a matter of conventional wisdom, 
  and are even somewhat optimized by stacking the musicians cases against 
  the wall under the control room window. The cases offer a fair degree of 
  dispersion to the strong boundary layer sound traveling along the floor 
  to the control room wall, and integrate it before reflecting it back to 
  the players. That won't work with a rug on the floor, but improves things 
  quite a lot otherwise.

  Given that a primary function of the control wall is to supply a live  
  surface to the musicians, it can be made more effective by using some of 
  the techniques employed in the backs of control rooms. These involve 
  substituting RPGs for the stacked cases, retreating the wall for maximum 
  reflection, moving the control room window to the upright position, and 
  installing a reflector above the window angled to bounce even more sound 
  back to the rhythm section. The combination of flat and dispersed 
  reflections has been shown to be optimum for critical listening, and if 
  it's good enough for engineers, why not supply it to the people who are 
  doing the actual work in a studio? 

  In any case, the amount of acoustical treatment in a studio is limited 
  by the need to leave the major part of the control room wall reflective. 
  And there advantages to a live floor in allowing solid boundary layer 
  sound at the control wall, in addition to making it easier to move things 
  around in the studio.

  The side walls are far less critical. Because of that, they are commonly 
  either left untreated or given some kind of uniform treatment. Neither 
  is a good idea. 

  Flat, straight walls have been known to be acoustically unacceptable for 
  centuries. That's partly because sound reflects off such walls as a flat 
  smack, which sounds bad, and partly because it bounces so strongly. If 
  the side walls are either untreated or evenly treated the sound will 
  ricochet around the room like a ball on a billiard table until it finds 
  an open mike to get into. That was the problem with Doc Sabins' room. 
  
  It is probably possible to control the results by putting an absorbent 
  flat behind every mike in the room, but it's a tedious process, and 
  interferes with player communication. Much better to clean up the bounce. 
  
  Since the villains in the piece are flat, evenly treated walls, the 
  obvious remedy lies in knobbing up the walls and installing absorptive 
  treatment in patches.

  Both objectives can be accomplished by hanging live sided boxes filled 
  with Fiberglas on the walls. (See drawing.) Floor to ceiling treatment 
  is unnecessary, as mikes rarely point up. The boxes should start high 
  enough off the floor to clear chairs and other clutter leaned against 
  the wall, and will generally top out at eight or nine feet above the 
  floor.

  A box with reflective sides will act as a disperser, and at a foot or 
  so deep will disperse down to about 550 Hz. Not ideal, but not bad, 
  and at a foot the boxes are pretty manageable. They are normally spaced 
  at three to six feet apart, leaving the walls reflective between them. 
  This presents a combination of dispersion, absorption and reflection to 
  both the musicians and the mikes, and cleans up the billiard ball 
  syndrome quite nicely while presenting an optimum listening environment 
  to the hard working types in the studio.

  The back wall can be treated in the same way in small rooms, although 
  it is best to leave the back as live as possible, as reflections from 
  it give the players a sense of being in a room rather than working 
  with their backs to a vacuum.

  In cases where a great deal of absorption is needed, the wall area 
  above eight feet and below about two can be totally treated without 
  ruining the generally live sound of the room, as the ear only needs 
  a little encouragement to think it's in a normal environment.

  The ceiling is another matter, and needs be almost entirely dead, 
  because it is almost never high enough to establish a decent modes 
  structure. The standard literature lists acceptable room proportions 
  of up to two to one as an extreme case, and the vast majority of 
  ceilings are well over that. As always, the best way to deal with an 
  unsolvable problem is to eliminate it, and since a non-reflective 
  surface generates no modes structure one way or another, dead ceilings 
  are the norm in most studios.

  The  ceiling also presents the largest area available for serious  
  treatment, especially as it can be totally absorbent without making 
  a room sound dead. Short, yes. Dead, no. 
  
  Unless a ceiling is extremely low the ear ignores it, preferring to 
  take it's cues more or less horizontally. 
  
  It is critical that the ceiling treatment be acoustically flat in it's 
  absorption. Given an ordinary grid hung 16 inches below the structural 
  ceiling, flat response can be accomplished with 1-1/2 inch Fiberglas 
  ceiling panels or with thinner panels and a Fiberglas batt overlay. 
  
  It is wise to check manufacturer's literature for exact specifications, 
  as the low end absorption of the ceiling must extend far enough into 
  the bass range to avoid the common fault of acoustical treatment that 
  soaks out the top end of the room while leaving the low end live. That 
  kind of treatment results in a muddy room with terrible isolation probs
  in terms of bass, floor tom, and bass drum. 

  The need for flat low end response applies to all room treatment unless 
  the studio has big windows or it's walls are so flimsy as to transmit or 
  absorb bass by vibrating to it. Even then, bass attenuation will seldom 
  exceed 30%, leaving 70% to be supplied by other means. While there are 
  any number of bass absorbing devices which can be built or purchased, 
  they are inconsistent in operation, inefficient except in corners, and 
  very difficult to analyze as to the number and size required. 

  On balance it's more practical to install the general treatment in such  
  way as to absorb uniformly from bass to cymbals.
  
  Controlling high frequency reflections is easy, but bass absorption is 
  largely a matter of absorber depth, and it takes considerable thickness 
  to get flat down to 60 Hz. Hung ceilings manage it with thin panels and 
  the 16 inches between panels and the real ceiling, but a wall mounted 
  absorber needs a minimum depth of 6 inches for Fiberglas (703) board, 
  and a foot for glass wool.

  DON'T USE THIN TREATMENT! Carpeting and drapes absorb 2 to 14% of bass 
  while soaking out 60 to 70% of the top end, yielding a room with no 
  presence and extreme boominess. Bad for playing, worse for recording. 
  At 70% efficiency, they also  require  an  excessive amount of treatment 
  and  wall  area.  Interestingly enough, both products cost far more than 
  proper acoustical materials, and are not necessarily more attractive. 
  
  By and large, Fiberglas in one form and another is probably the most 
  practical treatment available, and it can be covered in any number of 
  handsome fabrics or in Tectum if a durable wall is needed. 

  With the type and location of studio treatment in hand, we can finally 
  address the question of how much absorption is needed.
  
  The  following data are not hypothetical. The Dc figures were determined 
  during extensive reality testing of a newly written acoustical design 
  computer program. 
 
  The test method consisted of retro engineering a number of recording 
  studios, in each of which the writer had done some hundreds of sessions. 
  The majority of the studios were acceptable, a few were marginal, two 
  were bad, and two superb. 
 
  The object of the exercise was to find a common parameter that related 
  to actual studio performance, and the voice Dc proved to be a figure of 
  merit for isolation in properly treated rooms. Other correlations became 
  evident over several years of repeated computer runs on these and other 
  studios in an acoustics course taught by the author at a local college.

  Designing for isolation is both simpler and more difficult than it first 
  appears. The simple part is very simple indeed, as voice Dc and therefore 
  isolation turns out to be function of the amount of absorption in a room 
  regardless of room size. 
                           
  The absorption required for 26 Db of acoustical loss from 6 inches to 20
  feet (a voice Dc of 11 1/2 feet) is about 2700 Sabins. Sounds easy.
    
  If the practice were as straightforward as the theory, one could stuff 
  2700 square feet of Fiberglas into a studio and open for business without 
  further ado. 

  Unfortunately, what's wanted is 2700 Sabins of absorption, and the actual 
  amount of treatment for that figure can vary from less than 1500 to just 
  over 2500 depending on the size of the room. First bear in the woods.

  The reason for a difference between actual treatment and effective 
  absorption is that the standard Sabin formula is linear, and absorption 
  in highly treated rooms is not. 
  
  In fact, when 80% of the wall surface absorbs at 1 Sabin per square foot, 
  the effective absorption of the treatment is doubled. There is a formula 
  for this effect, (Norris Eyring) which is reasonably accurate, but since 
  it involves the use of natural logarithms, it is tedious to use. 
   
  Second bear.
  
  The third bear is the well-populated acoustical forest is the difficulty 
  of accurately assigning absorption values to various materials already 
  in the room. Most standard materials can be looked up in tables printed 
  for the purpose, but there are always a few things that aren't listed.
  
  Additionally, it is very easy to mistake one kind of acoustical material 
  for another and come up with significant errors in calculations.

  Calculations are a pain anyway, so it's best to circumvent the bears by 
  measuring the acoustical performance of the room.

  There are several thoroughly scientific ways to do this, and any number 
  of manufacturers eager to sell equipment for the purpose, but as a 
  practical matter such measurements are of little or no use to the studio 
  owner. Cheap equipment yields cheap results, and the data gleaned from 
  upscale equipment require expert (and costly) interpretation. 
  
  In the first instance, the figures aren't completely trustworthy, and in 
  the second routinely repeating the tests will cost a fortune.
  
  Following the KISS (keep it simple, stupid) rule, the writer prefers to 
  measure a room by determining it's voice Dc. The equipment costs nothing, 
  it takes about two minutes, and the results are more than accurate enough 
  for real world use. 
  
  Better still, being a simple-minded test, it reports simple-minded 
  figures with no interpretation, no ambiguity. Best of all, a Dc check 
  makes it's measurement at about 100 Hz, where improper treatments cause 
  a the majority of isolation problems.

  Measuring a voice Dc is child's play provided one keeps in mind that the 
  purpose is to determine the global characteristics of the space. Toward 
  that end, it is essential to make the measurement in the acoustical 
  center of the room. Given normal treatment, that will be in the physical 
  center as well. 
 
  In cases where the absorption is considerably greater on one wall than 
  another, the acoustical center will have to be found.

  Again, dead easy. Using the incredibly sensitive instruments found on 
  either side of the human head, one sidesteps away from one wall toward 
  another until the reflected sound from the two are equal in each ear. 
  If the reader has not done this in past, he may find it useful to 
  calibrate his ears to wall sound by stepping up to a live wall and 
  varying his wall to head distance from a couple of feet to a couple of 
  inches until the wall sound is firmly fixed in mind. It is usually 
  perceived as a kind of pressure on the ear, and will very reliably 
  inform the listener of his position in a space. No sound other than the 
  room's random noise is needed, and once the listener knows the sound of 
  a close wall he will find that he can walk to within a foot or so of any 
  live wall with his eyes closed, This is simply a case of practicing a 
  normal human ability into a skill. The blind do it all the time. So do 
  the rest of us, but unconsciously. 
  
  The writer once deadened one wall of a hallway, and sighted people veered 
  into it to the point of wearing out the treatment.
  
  Having determined the acoustical center of the room, Dc is measured by 
  two people more or less astride the room's center starting at a distance 
  of 15 to 20 feet. One of them walks toward the other droning one, one, 
  one as the other waits for the sound of the talker's voice to suddenly 
  get louder. The process works both ways, with the talker's voice abruptly 
  going constant volume as he retreats, but the writer's experience with 
  several hundred students indicates that toward is easier to hear than 
  away, particularly in the learning stage. It is also easier to hear if 
  the talker walks briskly at first. He can slow down for greater accuracy 
  once the listener has the sound of the transition in mind. 
  
  While rare, there is one case in which it is nearly impossible to get
  a decent Dc measurment, i.e. a room with a very high ceiling and a
  dead floor. Short a couple of tall ladders and considerable time, it is
  not possible to get to the vertical center of the room, so it's back to 
  plan B. (drop back 10 and punt)
  
  The pair can also check room's frequency response by measuring the Dc 
  using the word six, leaning on the s and x and suppressing the vowel, 
  so that most of the sound is at 3 to 5 Khz. This is a pretty rough test, 
  but if the Dc's are wildly disparate, they indicate a room with more 
  absorption in the midrange than at the low end.

  While Dc is a square root function of a room's global characteristics 
  and therefore a rather short ruler, the breakover is sufficiently abrupt 
  to make measurements to within a few inches quick, easy, and repeatable 
  by any number of talker-listener pairs. Other than the one above, the 
  only conditions under which it doesn't work properly are rooms in which 
  the Dc is greater than the wall spacing, (rare) and huge rooms which 
  appear to divide themselves into several acoustical areas due to 
  extreme losses between one wall and another. 
  
  In the first instance the room will be too small and dead to be of any 
  practical use, and in the second the room volume will be well in excess 
  of a million cubic feet. The writer knows of one at 6 million that acts 
  funny, but it's in no danger of being used for studio work.

  Once the Dc of a room has been measured, some acoustical modifications 
  may seem in order. If so, a few cautionary notes should be kept in mind.

  First, the Dc varies as the square root of the room absorption, so 
  doubling the effective treatment and thereby halving the reverberation 
  time will extend the Dc to only 1.4 times it's previous figure. This 
  presents no problem in a medium to large room, but good isolation in a 
  30x20x10 foot studio would require some 1550 square feet of Fiberglas 
  scattered over only 2400 square feet of surface area. 
  
  Even with the floor thickly carpeted, leaving a 20x10 foot control 
  room wall reflective would require a 75% treatment of the other walls, 
  and result in a reverberation time of just over one tenth second. 

  Some rooms are simply too small to treat for live studio work, as they 
  get too dead. The 6000 cubic foot case in point is probably the workable 
  minimum.

  Second, a big studio is rarely allowed more that about one second of 
  reverberation time, which results in a voice Dc approaching 20 feet. 
  Obviously, such a room needs no help in isolation, and is best left 
  alone. It is a general rule in acoustics that big rooms are easy. It's 
  the little ones that give you the pip.

  Third, professional engineers commonly do good work in bad conditions. 
  The writer has done any number of sessions in studios with 7 to 8 foot 
  Dc's which turned out well enough to sell bags of records. It's not 
  impossible to record in a room with poor isolation, it's just damn hard 
  work. 
  
  The point of proper treatment is that it allows one to get decent sound 
  with any reasonable setup, and it eliminates time lost in fooling around 
  trying to correct the room's faults.

  Fourth, none of the figures given are engraved in stone. A twelve foot 
  Dc is better than ten, and less good than sixteen, but acoustics are 
  inherently inexact, and there is no sharp point at which rooms switch 
  from bad to good; they just glide from exasperating to no problem, with 
  the latter occurring and something around a 12 foot voice Dc for the 
  bulk of studio work.

  In summary, a few minutes spent in measuring the real world acoustical 
  characteristics of a recording studio may reveal unnecessarily poor 
  isolation, and some of the treatment methods suggested herein may 
  improve it's general usefulness. 
  

  Since the measurement involves no expense and the treatment is designed 
  to make experimentation easy, these techniques offer a practical way for 
  a studio to confirm or optimize it's recording rooms.