WEBVTT - Rerun: Shh! How Soundproofing Works

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<v Speaker 1>Welcome to tech Stuff, a production of I Heart Radios

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<v Speaker 1>How Stuff Works. Hey there, and welcome to tech Stuff.

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<v Speaker 1>I'm your host, Jonathan Strickland. I'm an executive producer with

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<v Speaker 1>I Heart Radio and I love all things tech, and

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<v Speaker 1>we're going to take another look at a classic tech

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<v Speaker 1>Stuff episode of another one that published back in. This

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<v Speaker 1>one is called how Soundproofing Works, and Noel Brown joined

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<v Speaker 1>me for that episode to talk about the science and

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<v Speaker 1>tech behind sound proofing, which is a very important component

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<v Speaker 1>of our podcasting business. Here, I am currently baffled, or

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<v Speaker 1>at least I'm surrounded by baffling, so that we can

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<v Speaker 1>control the way that the sound bounces around inside the

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<v Speaker 1>studio so you guys don't get terrible vocal effects. But

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<v Speaker 1>Noel has a lot more to say about it, so

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<v Speaker 1>let's sit back and enjoy this classic episode. So one

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<v Speaker 1>of the things I like to do on the show

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<v Speaker 1>is at the end of every episode, I invite you

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<v Speaker 1>guys to send me requests ideas topics for future episodes,

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<v Speaker 1>and today's episode is due to that. So I'm going

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<v Speaker 1>to read a little bit of listener me. You know,

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<v Speaker 1>we used to have a whole claxon all right here

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<v Speaker 1>he goes, hey, you tech stuff. First off, I want

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<v Speaker 1>to thank you for putting out your content as I'm

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<v Speaker 1>a huge fan of this casual learning movement. Might need

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<v Speaker 1>a better term for that. I was wondering if you'd

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<v Speaker 1>be able to do an episode on acoustics and sound

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<v Speaker 1>dampening for studios, like how they're measured, tuned, made, et cetera.

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<v Speaker 1>It would be awesome and spectacular as I would be

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<v Speaker 1>able to harness the power to put together a kick

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<v Speaker 1>ass set up. Thanks again for what you do. Dub

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<v Speaker 1>nosis well dubed. We're going to do that for you.

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<v Speaker 1>And that's really the reason why I asked Noel to

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<v Speaker 1>come in here, because Noel, as a producer and sound

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<v Speaker 1>engineer type person, has had real world experience with this,

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<v Speaker 1>and so we're going to rely heavily upon his um

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<v Speaker 1>perspective some of the stories he has to tell about

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<v Speaker 1>the process of trying to make a room more soundproof

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<v Speaker 1>or tuning a room so that you're getting the sound

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<v Speaker 1>you want while you're recording, because, as it turns out,

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<v Speaker 1>sound is a pretty tricky thing. When you boil it down.

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<v Speaker 1>Sound is vibration, right, It's just particles banging together a

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<v Speaker 1>sentile thing you gotta wrangle. It is a thing you

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<v Speaker 1>gotta wrangle. We often consider sound to just be this

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<v Speaker 1>thing we perceived with our ears, But what's really happening

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<v Speaker 1>is a little more granular than that. Sound is particles

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<v Speaker 1>that are moving vibrating. Uh. Typically we're hearing things that

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<v Speaker 1>are coming through over the air, like actual air around us.

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<v Speaker 1>So you listening to this right now, you can hear

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<v Speaker 1>my voice. Well, what's actually happening is that some speakers

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<v Speaker 1>are vibrating some air molecules, and that is compressing and

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<v Speaker 1>decompressing those molecules. It's it's changing the pressure, increasing and

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<v Speaker 1>then decreasing the pressure at frequencies and amplitudes that your

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<v Speaker 1>ears pick up and then you perceive a sound. So

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<v Speaker 1>this is happening through all sorts of media, not just air.

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<v Speaker 1>It can pass through solid matter, it can pass through

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<v Speaker 1>liquid and depending on how the particles are packed and

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<v Speaker 1>the space between them, sound may move better through one

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<v Speaker 1>medium than through another. Now, knowing that sound can travel

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<v Speaker 1>through different media, you also need to know that it

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<v Speaker 1>can transfer from one medium to another medium. So for example,

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<v Speaker 1>if I'm shouting really really loudly in a little room,

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<v Speaker 1>some of that sound when it makes contact with the

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<v Speaker 1>wall actually causes the wall to move. Now it's not

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<v Speaker 1>causing the wall to move a lot, but it is

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<v Speaker 1>making the wall vibrate a little bit. Those vibrations get

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<v Speaker 1>transferred through the wall to the other side. And that's

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<v Speaker 1>why if you're in a place that has, you know,

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<v Speaker 1>flimsy walls, you can hear someone in another room. The

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<v Speaker 1>sound is actually transferring through, not to mention in the

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<v Speaker 1>room itself, that sound is actually reflecting back at you.

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<v Speaker 1>And the quality of the sound can depend, you can

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<v Speaker 1>vary greatly depending on the material that the room is

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<v Speaker 1>built out of or treated with. Right right, So some

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<v Speaker 1>of the sounds getting transferred through the materials, some of

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<v Speaker 1>the sound is being bounced back from the material toward you, um.

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<v Speaker 1>And a lot of that depends upon the the hardness

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<v Speaker 1>of the material, Like a really hard material is going

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<v Speaker 1>to bounce a lot more sound back at you, which

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<v Speaker 1>is why if you are in a large room with

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<v Speaker 1>a lot of hard surfaces you get that echoe sound. Um.

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<v Speaker 1>Or if you're out someplace like at a canyon and

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<v Speaker 1>you do a shout and you get that echo back,

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<v Speaker 1>it's because the sound is going out hitting the walls

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<v Speaker 1>of the canyon bouncing back to you, and that's when

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<v Speaker 1>you get to experience that effect. Well. Obviously, this means

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<v Speaker 1>that if you want to create a place where the

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<v Speaker 1>sound can't escape or leak into and a lot of

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<v Speaker 1>recording studios, you want both of those things right. You

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<v Speaker 1>don't want the sound from the studio to leak outward,

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<v Speaker 1>but you also definitely don't want outside sound to leak

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<v Speaker 1>into the important Then you have to figure out, well,

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<v Speaker 1>how do we limit how do we work within the

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<v Speaker 1>physical uh uh constraints of the way sound works, so

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<v Speaker 1>that we can limit that as much as possible and

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<v Speaker 1>try to have the purest experience as we can. Um So,

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<v Speaker 1>one thing you can remember is that sound, because it's

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<v Speaker 1>a physical activity and because it relies on on energy,

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<v Speaker 1>the way it works is that you've got a source

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<v Speaker 1>of the sound. Sound waves travel outward concentrically outward from

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<v Speaker 1>that source, and they get weaker as they travel out

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<v Speaker 1>that that energy starts to dissipate. You can think of

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<v Speaker 1>it kind of like um uh. You know, each each

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<v Speaker 1>time a particle has to bang up against the another

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<v Speaker 1>one to move it, some of that energy ends up

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<v Speaker 1>getting lost. So the further way you are from a

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<v Speaker 1>source of sound, the quieter it is. That's why that happens.

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<v Speaker 1>So one way you can limit the way sound comes

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<v Speaker 1>out of a room is you make an enormous room,

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<v Speaker 1>like you have a little room in a really big room. Um,

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<v Speaker 1>But that's not necessarily the most practical approach. Actually, there's

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<v Speaker 1>a studio I used to intern at in Athens, Georgia

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<v Speaker 1>called Chase Park Transduction, and they essentially built their studio

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<v Speaker 1>inside of a larger warehouse space. So they're renting a

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<v Speaker 1>space in the strip of big, giant, very high ceiling

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<v Speaker 1>warehouse spaces. But when you go into the studio, you're

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<v Speaker 1>in the warehouse. But then there's a smaller basically building

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<v Speaker 1>inside that warehouse that is the one that receives all

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<v Speaker 1>the acoustic treatments. But it's like you said, I mean

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<v Speaker 1>that is one way of dealing with it is air. Yeah,

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<v Speaker 1>the room within a room approach is often how it's

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<v Speaker 1>referred to, and sometimes it is not as obvious as that,

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<v Speaker 1>Like it may be that uh, it looks like the

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<v Speaker 1>the room you're walking into might be like it's it's

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<v Speaker 1>in a little uh alcove or hallway, but that hallway

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<v Speaker 1>is actually showing where the the walls are, where there's

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<v Speaker 1>an air gap between the two walls to to mitigate

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<v Speaker 1>any sound coming into the space. Here. Even this glass

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<v Speaker 1>window that we have in the booth that we're recording

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<v Speaker 1>in right now, it's a double paned window. So in

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<v Speaker 1>between these two relatively thick pieces of glass is a

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<v Speaker 1>little layer of air, which in and of itself acts

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<v Speaker 1>as a bit of a sound dampening insulation device, right exactly. So, uh,

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<v Speaker 1>some other little elements of sound that we need to remember.

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<v Speaker 1>There are two main components to a sound wave that

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<v Speaker 1>are important to keep in mind. One is amplitude or volume.

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<v Speaker 1>So if you are looking at the way we typically

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<v Speaker 1>show a sound wave which is on like an X

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<v Speaker 1>versus Y graph um, you know those those sine wave

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<v Speaker 1>style graphs, the height and depth of the troughs that

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<v Speaker 1>represents the amplitude how loud the sound is. Then you

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<v Speaker 1>have the frequency of sound, the number of times sound

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<v Speaker 1>cycles within a second that determines the pitch of a sound.

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<v Speaker 1>So a low frequency obviously would be a perceived as

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<v Speaker 1>a lower deeper note or tone, and a high frequency

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<v Speaker 1>with those peaks and troughs moving gradually more closer together

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<v Speaker 1>is going to be perceived as a higher pitch. A

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<v Speaker 1>good way to think about this too, is if anyone's

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<v Speaker 1>familiar with the instrument the theoremin. There are two controls

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<v Speaker 1>on a theoreman. One is the antenna that goes upward,

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<v Speaker 1>and there's an antenna on the side. Uh. The antenna

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<v Speaker 1>on the side you use your hand by moving it

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<v Speaker 1>closer to or farther away, you are changing the amplitude,

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<v Speaker 1>and that's perceived as a change in volume. The antenna

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<v Speaker 1>going up as you move your hand closer to it

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<v Speaker 1>or farther away, you are changing the frequency. So with

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<v Speaker 1>those two controls you can basically shape the way the

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<v Speaker 1>sound is perceived. Right, And it's important to remember these

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<v Speaker 1>things because uh, As it turns out different approaches to

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<v Speaker 1>sound proofing are effective for different frequencies. Definitely, right. So

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<v Speaker 1>there might be one that you're like, oh, this is

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<v Speaker 1>this is perfect, I can't hear my neighbors anymore. But

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<v Speaker 1>then it turns out that when your neighbors put on

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<v Speaker 1>a an album that has a lot of base in it,

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<v Speaker 1>it comes right through or start yelling at each other

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<v Speaker 1>for whatever. Yeah, the amplitude is loud enough, it maybe

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<v Speaker 1>that you're soundproofing isn't going to be uh. When people yell,

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<v Speaker 1>sometimes they tend to raise the pitch right right right,

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<v Speaker 1>the pitch goes up enough, but I got you. Yeah.

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<v Speaker 1>So these are things that you have taken to consideration

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<v Speaker 1>if you're trying to sound proof, and obviously what you

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<v Speaker 1>are trying to accomplish, like the reason why you're soundproofing,

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<v Speaker 1>that will play into it as well, because if all

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<v Speaker 1>you're trying to do is just make it quieter so

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<v Speaker 1>that you know, you don't have like you're designing a building,

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<v Speaker 1>maybe it's a hotel, and you want to make sure

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<v Speaker 1>that the the people talking in one room doesn't bleed

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<v Speaker 1>over into other rooms. That's one type of soundproofing. If

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<v Speaker 1>you're trying to make a professional recording studio, that's another type.

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<v Speaker 1>From a construction standpoint, like the base level soundproofing is dryewall,

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<v Speaker 1>So you have drywall, and that is where if you're

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<v Speaker 1>in a hotel that only uses drywall, people are gonna

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<v Speaker 1>be able to hear every single thing that's going on

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<v Speaker 1>next door. It's when you start basically stuffing that dry

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<v Speaker 1>wall with other denser materials or you know highly rated

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<v Speaker 1>soundproofing materials. That's when you can really cut down on

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<v Speaker 1>that transfer between the rooms, right, And also there are

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<v Speaker 1>other some other techniques you could use as well that

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<v Speaker 1>I'll get into that. And it's all about how do

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<v Speaker 1>you make it harder for the sound to travel from

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<v Speaker 1>one place to another because sound is going to travel

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<v Speaker 1>no matter what. It's not like we have created a

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<v Speaker 1>material that just sucks up sound totally. We've got a

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<v Speaker 1>lot of materials that resist vibration and that means that

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<v Speaker 1>they don't transfer sound very well. But in fact the

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<v Speaker 1>studio has some of that around us. But you know,

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<v Speaker 1>there's other stuff you have to take into consideration as well. Now,

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<v Speaker 1>there are four general elements to soundproofing and we've we've

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<v Speaker 1>kind of touched on a few of them, but one

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<v Speaker 1>of the big ones is called decoupling. Now, decoupling is

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<v Speaker 1>a construction term. When you're talking about decoupling, you're talking

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<v Speaker 1>about the way the walls of the soundproofed area are

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<v Speaker 1>actually constructed. So you were just talking about dry wall.

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<v Speaker 1>The typical way a wall is constructed is you've got

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<v Speaker 1>studs and attached to the studs are the anchor points

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<v Speaker 1>for the dry wall. And in a typical wall, the

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<v Speaker 1>studs are connected on either side by drywall for one

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<v Speaker 1>side of the wall and dry wall for the other

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<v Speaker 1>side the wall, So the h if you can think

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<v Speaker 1>of it like the interior wall versus the exterior wall

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<v Speaker 1>of a room. The problem with that is that when

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<v Speaker 1>sound hits the drywall, then sound can travel through the

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<v Speaker 1>dry wall through the studs, which transmit sound. They're pretty

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<v Speaker 1>good conductor for sound to the other side of the

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<v Speaker 1>dry wall, and then you get sound bleeding out or

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<v Speaker 1>you have sound bleeding in from the outside. So decoupling

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<v Speaker 1>is a process where you would build a wall so

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<v Speaker 1>that the studs don't touch both sides of the wall.

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<v Speaker 1>You would have a series of studs that one side

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<v Speaker 1>the interior wall are attached to, and a different series

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<v Speaker 1>of studs that the exterior wall are attached to. They

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<v Speaker 1>both extend well into the gap between the two walls,

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<v Speaker 1>but they don't touch the other side. So one side

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<v Speaker 1>could be receiving sound waves and potentially transfer those, but

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<v Speaker 1>since they're not touching, it's much more difficult for that

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<v Speaker 1>to happen. Right, because air is not as good a

0:12:30.640 --> 0:12:33.920
<v Speaker 1>conductor of sound as a solid object is, which is weird.

0:12:33.960 --> 0:12:35.840
<v Speaker 1>You wouldn't think that, because I mean, here we are

0:12:35.840 --> 0:12:38.199
<v Speaker 1>in a room talking to each other, and the air

0:12:38.320 --> 0:12:41.840
<v Speaker 1>is basically what's connecting us. But the interesting thing, though,

0:12:41.880 --> 0:12:43.640
<v Speaker 1>is that the way you can tell this, it's very

0:12:43.640 --> 0:12:46.720
<v Speaker 1>easy way to tell. It's the old kid game of

0:12:46.720 --> 0:12:49.160
<v Speaker 1>a telephone where you get two cans in a string, right,

0:12:49.720 --> 0:12:52.319
<v Speaker 1>you you punch holes in the bottom of the cans,

0:12:52.360 --> 0:12:55.400
<v Speaker 1>You run the string through the holes, you stretch it taut,

0:12:55.760 --> 0:12:58.079
<v Speaker 1>and then you can whisper into one can and here

0:12:58.120 --> 0:13:00.120
<v Speaker 1>it on the other side. But if you whisper that

0:13:00.240 --> 0:13:04.480
<v Speaker 1>same volume across the room, you can't hear it. So again,

0:13:04.520 --> 0:13:08.520
<v Speaker 1>that shows that the the physical media is actually more

0:13:08.600 --> 0:13:11.440
<v Speaker 1>or medium i should say, is actually more efficient at

0:13:11.440 --> 0:13:15.559
<v Speaker 1>transferring the sound than than air is. So air pockets

0:13:15.559 --> 0:13:19.480
<v Speaker 1>are actually really important when you're soundproofing, you know, designing

0:13:19.480 --> 0:13:24.120
<v Speaker 1>a soundproof room. Um, typically you would pair decoupling with

0:13:24.440 --> 0:13:26.880
<v Speaker 1>some of the other elements, and I'll go ahead and

0:13:26.880 --> 0:13:28.720
<v Speaker 1>mention what those elements are, and then we'll talk more

0:13:28.760 --> 0:13:31.760
<v Speaker 1>about how you would put it all together. So you've

0:13:31.800 --> 0:13:37.160
<v Speaker 1>got absorption another important element. This is obviously using a

0:13:37.240 --> 0:13:41.559
<v Speaker 1>material that slows down sound. Uh, it absorbs some of

0:13:41.600 --> 0:13:44.480
<v Speaker 1>the sounds, so that sound essentially loses some of its

0:13:44.559 --> 0:13:48.439
<v Speaker 1>energy and it thus is quieter. It doesn't it doesn't

0:13:48.480 --> 0:13:51.240
<v Speaker 1>leak out as much because the amplitude gets reduced as

0:13:51.240 --> 0:13:55.800
<v Speaker 1>a result. UH. So absorption you achieve usually through using

0:13:55.800 --> 0:13:59.719
<v Speaker 1>some sort of insulation material like UM. I mean, fiberglass

0:13:59.840 --> 0:14:02.200
<v Speaker 1>is a simple example where you would put that in

0:14:02.320 --> 0:14:04.760
<v Speaker 1>the wall, in the in the gap between the two

0:14:05.280 --> 0:14:07.240
<v Speaker 1>sides of the wall, the two pieces of drywall. I

0:14:07.280 --> 0:14:09.720
<v Speaker 1>saw one even saying denim. You can use different like

0:14:09.800 --> 0:14:12.920
<v Speaker 1>fabric type, interialt or something like. The important thing is

0:14:12.960 --> 0:14:16.679
<v Speaker 1>that whatever you use, you cannot pack two densely exactly,

0:14:16.760 --> 0:14:19.360
<v Speaker 1>because if it's too dense, that's going to transfer sound

0:14:19.440 --> 0:14:21.480
<v Speaker 1>and you're back to the same problem you were it before.

0:14:21.520 --> 0:14:24.160
<v Speaker 1>And you also want to have still have some air

0:14:24.200 --> 0:14:27.520
<v Speaker 1>gap there too. You don't want the material to make

0:14:27.560 --> 0:14:31.720
<v Speaker 1>contact completely through the gap. You would pack kind of

0:14:31.760 --> 0:14:33.680
<v Speaker 1>like half of the gap, a little more than half

0:14:33.680 --> 0:14:37.080
<v Speaker 1>of the gap. Typically with insulating material, you leave an

0:14:37.080 --> 0:14:43.400
<v Speaker 1>air gap, and that really creates a great cushion for sound. UM.

0:14:43.520 --> 0:14:45.360
<v Speaker 1>We'll talk a little bit more about how that can

0:14:45.400 --> 0:14:48.760
<v Speaker 1>go wrong though. Uh decoupling in particular can make certain

0:14:48.760 --> 0:14:54.040
<v Speaker 1>things UM a little more difficult. There's also damping. Sound dampening. Uh,

0:14:54.080 --> 0:14:56.240
<v Speaker 1>this is where you use some sort of material that

0:14:56.320 --> 0:14:59.960
<v Speaker 1>resists vibration. So like the foam we have here, there's

0:15:00.040 --> 0:15:02.360
<v Speaker 1>some we've got some dampening foam in here. But the

0:15:02.400 --> 0:15:04.880
<v Speaker 1>typically you look at a lot of things like adhesives

0:15:04.920 --> 0:15:08.240
<v Speaker 1>that are used to dampen sound. Um. One of the

0:15:08.240 --> 0:15:10.880
<v Speaker 1>ones I keep hearing about over and over as green glue.

0:15:11.400 --> 0:15:16.200
<v Speaker 1>Green glue is yeah, so so it's very popular, particularly

0:15:16.240 --> 0:15:20.920
<v Speaker 1>apparently in Canada, but it's popular along amongst sound proving technicians.

0:15:21.160 --> 0:15:24.040
<v Speaker 1>It is considered to be one of the most effective

0:15:24.720 --> 0:15:28.840
<v Speaker 1>for the least amount of money solutions for sound dampening material.

0:15:28.880 --> 0:15:32.480
<v Speaker 1>But typically this would be a layer that would also

0:15:32.520 --> 0:15:36.720
<v Speaker 1>be part of your wall that resists the vibration of

0:15:36.800 --> 0:15:40.560
<v Speaker 1>sound and so it won't transfer sound as well. Um.

0:15:40.760 --> 0:15:45.000
<v Speaker 1>It's again, uh, something that you would apply between two

0:15:45.040 --> 0:15:47.520
<v Speaker 1>constrained layers. So it's not like it's not like you

0:15:47.560 --> 0:15:50.600
<v Speaker 1>would cope this on the interior wall. That would be

0:15:50.600 --> 0:15:53.360
<v Speaker 1>a bad idea. It would be on the the the

0:15:53.480 --> 0:15:56.360
<v Speaker 1>back side of the interior wall. It might even be

0:15:56.560 --> 0:15:59.600
<v Speaker 1>something you could use as an adhesive for other sound

0:15:59.640 --> 0:16:02.840
<v Speaker 1>damping materials like acoustic foam or tile. And then the

0:16:02.960 --> 0:16:07.920
<v Speaker 1>last element is really the simplest, is mass. It's just

0:16:08.000 --> 0:16:11.520
<v Speaker 1>that heavier things are harder to move than lighter things, right,

0:16:11.760 --> 0:16:14.280
<v Speaker 1>It's just the basic idea like if if you had

0:16:14.280 --> 0:16:18.440
<v Speaker 1>a cart filled with concrete blocks, it would be a

0:16:18.520 --> 0:16:20.480
<v Speaker 1>little heavy to push, But if you had that same

0:16:20.520 --> 0:16:22.760
<v Speaker 1>cart and it was filled with feathers, it's easy to push.

0:16:22.880 --> 0:16:25.080
<v Speaker 1>So I've got something for you. He uses all of

0:16:25.120 --> 0:16:28.520
<v Speaker 1>those elements in a pretty perfect example, one of the

0:16:28.560 --> 0:16:31.360
<v Speaker 1>more perfect examples of soundproofing that we can see in

0:16:31.360 --> 0:16:34.000
<v Speaker 1>the real world. I'm not sure I think Microsoft has

0:16:34.080 --> 0:16:36.480
<v Speaker 1>maybe outdone them at this point. But there is a

0:16:36.520 --> 0:16:40.600
<v Speaker 1>place in Minneapolis, Minnesota called or Field Laboratories and it

0:16:40.640 --> 0:16:44.200
<v Speaker 1>contains um what was I believe again until recently, the

0:16:44.240 --> 0:16:48.280
<v Speaker 1>world's most silent room. This world record for the most

0:16:48.320 --> 0:16:52.960
<v Speaker 1>silent room. It is nine point nine nine sound absorbent.

0:16:53.480 --> 0:16:57.680
<v Speaker 1>In order to accomplish this, it uses a combination of very,

0:16:57.800 --> 0:17:03.120
<v Speaker 1>very very thick, heavy materials. It's got concrete walls, steel reinforcement,

0:17:03.440 --> 0:17:05.560
<v Speaker 1>and then on the inside of the room. I'm looking

0:17:05.560 --> 0:17:09.480
<v Speaker 1>at a picture right now, it has these alternating sort

0:17:09.520 --> 0:17:12.639
<v Speaker 1>of thin looking things, so You've got like three and

0:17:12.680 --> 0:17:15.679
<v Speaker 1>then going from left to right, and then three right

0:17:15.720 --> 0:17:18.960
<v Speaker 1>next to it, going vertically, and they alternate throughout every

0:17:19.840 --> 0:17:22.840
<v Speaker 1>panel in this room, um, and then even on the floor.

0:17:22.960 --> 0:17:25.399
<v Speaker 1>And the what you stand on is a metal grate

0:17:25.560 --> 0:17:28.720
<v Speaker 1>that goes on top of another series of these alternating,

0:17:28.880 --> 0:17:34.280
<v Speaker 1>um little little units. And apparently, um, the longest anyone

0:17:34.359 --> 0:17:36.760
<v Speaker 1>has been able to stand being in this room alone

0:17:36.800 --> 0:17:38.960
<v Speaker 1>with the lights out is forty five minutes, because people

0:17:39.000 --> 0:17:43.200
<v Speaker 1>start to hallucinate this level of silence. I've I've heard

0:17:43.240 --> 0:17:45.040
<v Speaker 1>such things. It's the sort of thing every time I

0:17:45.080 --> 0:17:48.639
<v Speaker 1>hear it, I have the reaction that I think people have,

0:17:48.760 --> 0:17:52.080
<v Speaker 1>which is bet I could go longer, And of course

0:17:52.119 --> 0:17:54.199
<v Speaker 1>I'd probably be in there for like three minutes and

0:17:54.240 --> 0:17:56.960
<v Speaker 1>be convinced I've been in there for three hours. Because

0:17:57.240 --> 0:18:00.760
<v Speaker 1>once you get to a point where something that you

0:18:00.840 --> 0:18:04.280
<v Speaker 1>have taken for granted, you know, just the ambient sounds

0:18:04.280 --> 0:18:07.840
<v Speaker 1>that you can hear once that's gone, that really does

0:18:07.960 --> 0:18:12.199
<v Speaker 1>make a big difference. And uh, it is a psychologically

0:18:12.320 --> 0:18:16.120
<v Speaker 1>powerful experience, but I still kind of want to do it. Yeah,

0:18:16.160 --> 0:18:19.120
<v Speaker 1>that's a great way of of kind of summing up

0:18:19.160 --> 0:18:21.639
<v Speaker 1>all of these elements. Now, if you want to really

0:18:21.680 --> 0:18:24.159
<v Speaker 1>sound proof a room, the best thing to do is

0:18:24.200 --> 0:18:26.920
<v Speaker 1>to incorporate as many of those as you possibly can,

0:18:27.040 --> 0:18:30.760
<v Speaker 1>because they're different. Ones are good for different parts of

0:18:30.800 --> 0:18:34.160
<v Speaker 1>that frequency range we're talking about, So some of them

0:18:34.160 --> 0:18:36.879
<v Speaker 1>are really good for those mid too high range frequencies,

0:18:36.920 --> 0:18:39.080
<v Speaker 1>some of them are a little better at the low frequencies.

0:18:39.400 --> 0:18:42.000
<v Speaker 1>So obviously you want to have a good combination. Otherwise

0:18:42.040 --> 0:18:45.600
<v Speaker 1>you're gonna have certain sounds come through even if you've

0:18:45.800 --> 0:18:48.600
<v Speaker 1>perfectly blocked the room for other ones, and that can

0:18:48.640 --> 0:18:51.560
<v Speaker 1>be really frustrated. Literally a cut off or a threshold

0:18:51.560 --> 0:18:54.920
<v Speaker 1>where if you looked on a graph that can show

0:18:54.960 --> 0:18:59.760
<v Speaker 1>you what frequencies are happening, you could literally track Okay,

0:19:00.119 --> 0:19:04.399
<v Speaker 1>this frequency, now I can hear it. Yeah, it's that specific. Nolan.

0:19:04.480 --> 0:19:06.119
<v Speaker 1>I will be back to talk a little bit more

0:19:06.119 --> 0:19:08.960
<v Speaker 1>about sound proving, but first let's take this quick break.

0:19:16.560 --> 0:19:19.760
<v Speaker 1>So kind of going back to to decoupling a little bit,

0:19:21.160 --> 0:19:23.919
<v Speaker 1>The size of the air cavity between the two sides

0:19:24.000 --> 0:19:29.320
<v Speaker 1>of the decoupled wall determines something called the resonant frequency

0:19:29.600 --> 0:19:33.000
<v Speaker 1>of that. So here's the here's one of the problems

0:19:33.040 --> 0:19:36.879
<v Speaker 1>with decoupling. That air cavity ends up acting kind of

0:19:36.920 --> 0:19:40.480
<v Speaker 1>like a spring, right, So springs actually have a resonant frequency,

0:19:40.520 --> 0:19:43.800
<v Speaker 1>and if you end up vibrating something at the resonant frequency,

0:19:43.960 --> 0:19:48.240
<v Speaker 1>it causes that thing to vibrate very very easily. The

0:19:48.280 --> 0:19:50.879
<v Speaker 1>big example of this that everyone is familiar with is

0:19:50.960 --> 0:19:54.920
<v Speaker 1>the crystal glass. The opera singer hitting that note, that's

0:19:54.960 --> 0:19:57.080
<v Speaker 1>the resonant frequency for it, and you can actually see

0:19:57.080 --> 0:20:01.000
<v Speaker 1>the glass to form and ultimately break. Now or even

0:20:01.040 --> 0:20:03.040
<v Speaker 1>someone that can play those glasses where they fill it

0:20:03.119 --> 0:20:05.280
<v Speaker 1>up with water and run their finger around the rim.

0:20:05.880 --> 0:20:07.919
<v Speaker 1>In order for it to start making that tone, it

0:20:07.960 --> 0:20:11.520
<v Speaker 1>has to reach that resonant frequency exactly to basically self

0:20:11.560 --> 0:20:15.520
<v Speaker 1>oscillate exactly. So so here's the problem with the decoupled

0:20:15.520 --> 0:20:18.080
<v Speaker 1>walls is that that air gap, because it's acting like

0:20:18.119 --> 0:20:22.120
<v Speaker 1>a spring, uh, and because it can resonate if it's

0:20:22.280 --> 0:20:25.600
<v Speaker 1>not at the proper thickness for the air gap, that

0:20:25.680 --> 0:20:29.440
<v Speaker 1>resonant frequency maybe within the range of sounds that you're

0:20:29.440 --> 0:20:32.000
<v Speaker 1>going to generate either inside or outside the room, within

0:20:32.040 --> 0:20:34.240
<v Speaker 1>the range of human hearing, which means they're going to

0:20:34.400 --> 0:20:38.800
<v Speaker 1>impact that sound proving. And if something actually is played

0:20:38.880 --> 0:20:41.159
<v Speaker 1>at that frequency, it will go not only will it

0:20:41.200 --> 0:20:43.320
<v Speaker 1>go through the wall. It'll go through the wall more

0:20:43.440 --> 0:20:47.040
<v Speaker 1>easily than it would have if you hadn't decoupled the

0:20:47.080 --> 0:20:51.399
<v Speaker 1>wall because that resonance. Uh So that is one of

0:20:51.400 --> 0:20:53.399
<v Speaker 1>the things you actually have to take into account. And

0:20:53.520 --> 0:20:56.840
<v Speaker 1>one of the solutions to that is don't make it

0:20:57.000 --> 0:21:02.000
<v Speaker 1>too thin of an air gap. Um. So another way

0:21:02.040 --> 0:21:05.560
<v Speaker 1>of experimenting this with this yourself, if you want to

0:21:05.640 --> 0:21:08.480
<v Speaker 1>just have some fun, and by fun, I mean, like

0:21:08.920 --> 0:21:12.240
<v Speaker 1>you know, Mr Wizard style fun. You get a bottle

0:21:12.480 --> 0:21:15.680
<v Speaker 1>and you know, if you blow across the the opening

0:21:15.680 --> 0:21:18.040
<v Speaker 1>of the bottle, it produces a tone. Well, it doesn't

0:21:18.040 --> 0:21:20.640
<v Speaker 1>matter how hard you blow, it's always going to play

0:21:20.640 --> 0:21:23.919
<v Speaker 1>that one tone. But if you add water to the bottle,

0:21:23.960 --> 0:21:26.959
<v Speaker 1>you have decreased the volume of air the bottle can

0:21:27.000 --> 0:21:29.400
<v Speaker 1>hold and that changes the tone. Again. Back to the glasses,

0:21:29.480 --> 0:21:32.600
<v Speaker 1>they could have, you know, the same size glasses, but

0:21:32.720 --> 0:21:35.639
<v Speaker 1>they generate different tones from each one by putting a

0:21:35.680 --> 0:21:38.320
<v Speaker 1>different amount of water in each right, Right, it's not

0:21:38.400 --> 0:21:40.520
<v Speaker 1>just the size of the glass, but how much liquid

0:21:40.600 --> 0:21:43.359
<v Speaker 1>is in the glass. So what you would love like

0:21:43.480 --> 0:21:48.320
<v Speaker 1>to do is make sure that your soundproofing UM technique

0:21:48.680 --> 0:21:50.840
<v Speaker 1>was going to take care of those maybe mid two

0:21:51.160 --> 0:21:55.639
<v Speaker 1>high range uh frequencies and then make sure that the

0:21:55.680 --> 0:21:58.200
<v Speaker 1>air gap would push would resonate at one of those

0:21:58.240 --> 0:22:01.400
<v Speaker 1>frequencies so that the other elements of your sound proofing

0:22:01.520 --> 0:22:04.360
<v Speaker 1>take care of it and it doesn't pass through. If

0:22:04.359 --> 0:22:07.800
<v Speaker 1>your resident frequency is too low and you didn't really

0:22:07.800 --> 0:22:10.800
<v Speaker 1>protect against that, it's going to pass right on in. Uh.

0:22:10.880 --> 0:22:14.840
<v Speaker 1>So there's also something called the triple leaf effect. And

0:22:14.880 --> 0:22:16.879
<v Speaker 1>I had to look this up in a couple of

0:22:16.920 --> 0:22:19.119
<v Speaker 1>different locations to find out what the triple leaf effect

0:22:19.119 --> 0:22:21.080
<v Speaker 1>is because I don't know if you know this, Knuel,

0:22:21.720 --> 0:22:26.200
<v Speaker 1>I haven't built any houses recently. So the triple leaf

0:22:26.200 --> 0:22:30.040
<v Speaker 1>effect is all about a construction of a wall, like

0:22:30.040 --> 0:22:33.320
<v Speaker 1>a drywall, and they refer to each sheet of drywall

0:22:33.400 --> 0:22:36.960
<v Speaker 1>as a leaf. So you've got the interior wall that

0:22:37.119 --> 0:22:39.760
<v Speaker 1>is one leaf, You've got the exterior wall. There's a

0:22:39.840 --> 0:22:42.639
<v Speaker 1>second leaf. In a triple leaf approach, you actually have

0:22:42.680 --> 0:22:46.160
<v Speaker 1>a third sheet of drywall that's in between the two.

0:22:46.200 --> 0:22:51.720
<v Speaker 1>It's inside the wall. It's further compartmentalizing it essentially, right

0:22:51.840 --> 0:22:54.720
<v Speaker 1>and uh And you might do this and think, oh, well,

0:22:54.720 --> 0:22:57.480
<v Speaker 1>that's going to end up protecting against sound even better.

0:22:58.560 --> 0:23:01.880
<v Speaker 1>Not necessarily, um, it actually can cause a problem because

0:23:01.920 --> 0:23:06.200
<v Speaker 1>it can create If the air cavity between the middle

0:23:06.280 --> 0:23:09.400
<v Speaker 1>leaf and one side is too small, it can create

0:23:09.440 --> 0:23:12.199
<v Speaker 1>those resonance problems. So people actually refer to as the

0:23:12.200 --> 0:23:15.120
<v Speaker 1>triple leaf problem. So this is not necessarily a technique

0:23:15.119 --> 0:23:18.280
<v Speaker 1>you want to go for. This is describing a problem. Yeah. Yeah,

0:23:18.400 --> 0:23:20.800
<v Speaker 1>So there are some proof technicians who say, if you

0:23:20.840 --> 0:23:24.600
<v Speaker 1>have a triple leaf wall and you're having these resonant issues,

0:23:24.840 --> 0:23:28.080
<v Speaker 1>the the solution is actually to tear open the wall,

0:23:28.680 --> 0:23:32.880
<v Speaker 1>remove that triple leaf. That third sheet of dry wall,

0:23:32.920 --> 0:23:35.400
<v Speaker 1>the one that's in between the other two, take that out,

0:23:35.840 --> 0:23:38.479
<v Speaker 1>and then it will create a thicker air gap between

0:23:38.520 --> 0:23:41.879
<v Speaker 1>the two sides, and that will end up changing the

0:23:41.920 --> 0:23:43.879
<v Speaker 1>resonance problem. I Gauesse, I could see that. I mean,

0:23:43.880 --> 0:23:47.680
<v Speaker 1>it does introduce more of a variable into the equation,

0:23:47.720 --> 0:23:50.000
<v Speaker 1>and as opposed to just having to having a third

0:23:50.000 --> 0:23:52.440
<v Speaker 1>one there, there is more ways the sound could potentially

0:23:52.480 --> 0:23:56.520
<v Speaker 1>bounce around or catch that resident frequency. Right And you know, um,

0:23:56.640 --> 0:23:58.280
<v Speaker 1>we talked a little bit about echo and about how

0:23:58.280 --> 0:24:00.560
<v Speaker 1>sound can bounce off of hard services. We talk about

0:24:00.560 --> 0:24:03.040
<v Speaker 1>the BUNNEYMN. No we didn't talk about the Bunny Man.

0:24:03.080 --> 0:24:05.560
<v Speaker 1>You know they're playing in Atlanta soon, Are they really wow,

0:24:05.640 --> 0:24:08.240
<v Speaker 1>that I would much prefer to see them than insane clown. Posse,

0:24:08.840 --> 0:24:11.000
<v Speaker 1>you're already missed insane clown. I know they played earlier

0:24:11.040 --> 0:24:14.080
<v Speaker 1>this week, yesterday, day before yesterday. Yeah, I actually wanted

0:24:14.119 --> 0:24:16.320
<v Speaker 1>to invite them over so we could explain how magnets work.

0:24:17.000 --> 0:24:19.199
<v Speaker 1>But that's that's neither here nor there. No no in

0:24:19.240 --> 0:24:21.800
<v Speaker 1>their heart, I hope so well. You know, they made

0:24:21.840 --> 0:24:24.919
<v Speaker 1>a whole video about it. But the echoes can be

0:24:24.960 --> 0:24:27.800
<v Speaker 1>an issue obviously in recording studios, things like that. You

0:24:27.800 --> 0:24:30.639
<v Speaker 1>don't want there to be if there's gonna be any echo,

0:24:30.760 --> 0:24:32.879
<v Speaker 1>you wanted to be there on purpose, not because of

0:24:33.000 --> 0:24:35.760
<v Speaker 1>just that's the way the room was built. Same here

0:24:35.800 --> 0:24:38.040
<v Speaker 1>for our studio. We don't want too much echo here.

0:24:38.080 --> 0:24:40.760
<v Speaker 1>And we are in a building that's made out of concrete.

0:24:41.359 --> 0:24:45.439
<v Speaker 1>Now that in some ways that's good because it helps

0:24:45.520 --> 0:24:49.040
<v Speaker 1>dampen sound from other areas. Unless something is making direct

0:24:49.040 --> 0:24:52.920
<v Speaker 1>contact with the concrete, then we can all hear it everywhere.

0:24:53.359 --> 0:24:55.600
<v Speaker 1>Like whenever there's construction going on, you can hear it

0:24:55.760 --> 0:24:59.640
<v Speaker 1>move through the concrete columns and floors and ceiling. It

0:24:59.720 --> 0:25:03.760
<v Speaker 1>is disturbing. Their very strange. We play the game what

0:25:03.920 --> 0:25:07.840
<v Speaker 1>construction equipment do you think that is? Sometimes you just

0:25:07.880 --> 0:25:11.000
<v Speaker 1>don't know because the sound can mutate based on what

0:25:11.080 --> 0:25:13.800
<v Speaker 1>it's vibrating to. You know, right, it might be a

0:25:13.880 --> 0:25:17.280
<v Speaker 1>little drill that's vibrating a giant piece of metal, and

0:25:17.320 --> 0:25:19.240
<v Speaker 1>then that's vibrating something else, and by the time we

0:25:19.280 --> 0:25:21.600
<v Speaker 1>gets to us, it sounds like there's a giant playing

0:25:21.640 --> 0:25:25.240
<v Speaker 1>hop scotch up there. Yeah, it could be a little distracting. Fortunately,

0:25:25.640 --> 0:25:28.879
<v Speaker 1>most of the spaces in in the building where in

0:25:28.960 --> 0:25:31.000
<v Speaker 1>now have been built out because when we moved into

0:25:31.080 --> 0:25:35.120
<v Speaker 1>this building, we were one of the first offices here. Yeah,

0:25:35.200 --> 0:25:37.679
<v Speaker 1>and that just meant that we had construction noises pretty

0:25:37.760 --> 0:25:42.640
<v Speaker 1>much consistently throughout the whole experience. So that is been

0:25:42.720 --> 0:25:47.040
<v Speaker 1>reduced dramatically over time. But one of the other things

0:25:47.119 --> 0:25:48.679
<v Speaker 1>is that, you know, we when since we have all

0:25:48.720 --> 0:25:51.119
<v Speaker 1>this concrete, we have to figure out how to eliminate

0:25:51.160 --> 0:25:53.360
<v Speaker 1>that echo. And the way you do that is typically

0:25:53.400 --> 0:25:56.600
<v Speaker 1>by putting softer material on top of the harder material

0:25:56.920 --> 0:26:00.560
<v Speaker 1>and that that again dampens the echo. So you know,

0:26:00.600 --> 0:26:03.199
<v Speaker 1>if you if you have a castle, you probably are

0:26:03.200 --> 0:26:06.000
<v Speaker 1>hanging tapestries for a couple of reasons. One, it acts

0:26:06.000 --> 0:26:09.040
<v Speaker 1>like an insulator, so you don't lose as much heat

0:26:09.080 --> 0:26:12.560
<v Speaker 1>in those cold winters and do when you're screaming at

0:26:12.600 --> 0:26:16.560
<v Speaker 1>your servants because your food isn't on the table. When

0:26:16.560 --> 0:26:20.200
<v Speaker 1>the bad guys are attacking your castle. Yeah, you want

0:26:20.280 --> 0:26:22.439
<v Speaker 1>you don't want that to echo throughout the castle, unless

0:26:22.440 --> 0:26:24.880
<v Speaker 1>you're a villain, in which when I'm decorating my castle,

0:26:24.920 --> 0:26:27.040
<v Speaker 1>I tend to go with tapestry. I do. I do too.

0:26:27.359 --> 0:26:31.320
<v Speaker 1>I'm I'm tapestry heavy when I do that. Um, but

0:26:31.440 --> 0:26:34.000
<v Speaker 1>it's it's so sort of stuff you can do inside

0:26:34.000 --> 0:26:37.320
<v Speaker 1>like a home studio too. You can hang uh fabric,

0:26:37.680 --> 0:26:40.719
<v Speaker 1>heavy fabric to help kind of like a theater style

0:26:41.000 --> 0:26:44.280
<v Speaker 1>curtain is excellent not only because of its of what

0:26:44.359 --> 0:26:47.199
<v Speaker 1>it's the denseness of it. It bunches up like so

0:26:47.240 --> 0:26:49.720
<v Speaker 1>you can kind of squeeze it together where it creates

0:26:49.760 --> 0:26:52.720
<v Speaker 1>these natural kind of ripples which not only absorbed the sound,

0:26:52.800 --> 0:26:54.280
<v Speaker 1>they sort of diffuse it a little bit in the

0:26:54.359 --> 0:26:57.320
<v Speaker 1>same way what I was describing with that World's Quietest Room.

0:26:57.600 --> 0:27:01.840
<v Speaker 1>These alternating patterns of material that have little spaces in

0:27:01.880 --> 0:27:04.640
<v Speaker 1>between them, they act as a diffuser for the sounds. Right.

0:27:04.720 --> 0:27:06.960
<v Speaker 1>And there's there's one other thing that we can talk

0:27:07.000 --> 0:27:10.840
<v Speaker 1>about or I'll briefly mention which is sound cancelation. That's

0:27:10.880 --> 0:27:14.360
<v Speaker 1>a little different from soundproofing. Actually, in a way, it's

0:27:14.440 --> 0:27:17.119
<v Speaker 1>the opposite because you actually have to create sound with

0:27:17.240 --> 0:27:20.119
<v Speaker 1>sound cancelation. The way sound cancelation works is if you

0:27:20.160 --> 0:27:23.560
<v Speaker 1>were to look at that that graphic representation of a

0:27:23.600 --> 0:27:26.040
<v Speaker 1>sound wave, Let's say it's a steady tone, because that's

0:27:26.040 --> 0:27:28.280
<v Speaker 1>the easiest way to imagine it. So it's a stay

0:27:28.359 --> 0:27:31.240
<v Speaker 1>tone it I don't know, three hurts, and you're looking

0:27:31.280 --> 0:27:33.960
<v Speaker 1>at a three hundred hurts sign wave, and you see

0:27:34.000 --> 0:27:35.879
<v Speaker 1>where the peaks and troughs are. If you were to

0:27:36.880 --> 0:27:42.400
<v Speaker 1>create a a complementary side wave where it is out

0:27:42.400 --> 0:27:45.919
<v Speaker 1>of phase, so the peaks and troughs match up with

0:27:45.960 --> 0:27:49.160
<v Speaker 1>the troughs and peaks, then they cancel each other out.

0:27:49.840 --> 0:27:52.200
<v Speaker 1>That's the crazy thing about sound because you typically think

0:27:52.240 --> 0:27:54.840
<v Speaker 1>if you add more sound to sound, it just gets louder.

0:27:54.960 --> 0:27:56.800
<v Speaker 1>Like if you've ever been in a restaurant that has

0:27:56.840 --> 0:27:59.639
<v Speaker 1>lots of hard surfaces, it becomes really difficult to have

0:27:59.720 --> 0:28:02.719
<v Speaker 1>a versation if it's a busy night because everyone everyone

0:28:02.760 --> 0:28:05.080
<v Speaker 1>starts to talk over everyone else and it just kind

0:28:05.080 --> 0:28:07.879
<v Speaker 1>of echoes. Well, it turns out that if you do

0:28:08.000 --> 0:28:09.960
<v Speaker 1>add sound to sound, but you make sure it's out

0:28:09.960 --> 0:28:13.120
<v Speaker 1>of phase, it cancels it and then it's as if

0:28:13.160 --> 0:28:16.639
<v Speaker 1>there's no sound at all. That's what noise canceling headphones do.

0:28:16.800 --> 0:28:20.520
<v Speaker 1>They create a sound, they detect the incoming sound waves,

0:28:20.880 --> 0:28:24.320
<v Speaker 1>they create complementary sound waves that phase that out, and

0:28:24.840 --> 0:28:27.800
<v Speaker 1>then you get silence as a result. So an example

0:28:27.840 --> 0:28:30.439
<v Speaker 1>of that phenomenon that you don't want that actually has

0:28:30.480 --> 0:28:32.800
<v Speaker 1>to be corrected. If you're in a recording studio. Let's

0:28:32.800 --> 0:28:35.119
<v Speaker 1>say you're recording an acoustic guitar and you want to

0:28:35.160 --> 0:28:37.240
<v Speaker 1>mike it in two places. So you might put a

0:28:37.320 --> 0:28:40.600
<v Speaker 1>mic on the soundhole of the acoustic guitar. Then you

0:28:40.680 --> 0:28:42.239
<v Speaker 1>might want to put a mike a little further up

0:28:42.280 --> 0:28:45.600
<v Speaker 1>on the next somewhere. If those mike, since they're recording

0:28:46.240 --> 0:28:50.160
<v Speaker 1>the same signal essentially, but they're spaced apart, there is

0:28:50.160 --> 0:28:54.120
<v Speaker 1>the potential for phase issues between those two mics. So

0:28:54.280 --> 0:28:56.800
<v Speaker 1>while it's not going to get straight up cancel out

0:28:57.600 --> 0:29:00.560
<v Speaker 1>the sound, it's going to change the quality of the

0:29:00.600 --> 0:29:02.320
<v Speaker 1>sound in a way that you might not like. It

0:29:02.400 --> 0:29:05.320
<v Speaker 1>might make it tinier, or it might give it almost

0:29:05.400 --> 0:29:08.120
<v Speaker 1>like one of those phaser kind of a jet engine

0:29:08.160 --> 0:29:13.080
<v Speaker 1>psychedelic guitar type sound. You know, you know where it's

0:29:13.120 --> 0:29:15.240
<v Speaker 1>filtered through that sound. Um, So what you have to

0:29:15.280 --> 0:29:18.840
<v Speaker 1>do is you can you can correct this after the fact.

0:29:18.880 --> 0:29:21.880
<v Speaker 1>But there are devices that you actually can test the

0:29:21.920 --> 0:29:25.440
<v Speaker 1>phase at the point you're recording and then space the

0:29:25.480 --> 0:29:29.240
<v Speaker 1>mics apart accordingly, and there's even ways to adjust the

0:29:29.240 --> 0:29:32.880
<v Speaker 1>phase using these devices. So it's interesting how you're describing

0:29:32.880 --> 0:29:35.640
<v Speaker 1>as sort of a practical use of this phenomenon. And

0:29:35.680 --> 0:29:37.360
<v Speaker 1>then there are also versions of that happened in a

0:29:37.360 --> 0:29:40.320
<v Speaker 1>recording situation that you actually have to be careful, right,

0:29:40.360 --> 0:29:44.720
<v Speaker 1>you have to correct for Yeah. So for for soundproofing,

0:29:44.760 --> 0:29:48.360
<v Speaker 1>there are a couple of different UH measuring systems to

0:29:48.480 --> 0:29:52.400
<v Speaker 1>determine how soundproofed a room is, and they may or

0:29:52.440 --> 0:29:54.840
<v Speaker 1>may not be useful to you if you are trying

0:29:54.840 --> 0:29:58.240
<v Speaker 1>to do something like create a recording studio. So, for example,

0:29:58.240 --> 0:30:01.560
<v Speaker 1>in the United States, the we typically use something called

0:30:01.600 --> 0:30:06.560
<v Speaker 1>the sound transmission class to explain how soundproofed a room is,

0:30:07.160 --> 0:30:09.880
<v Speaker 1>and that's really a measurement of how well sound within

0:30:09.960 --> 0:30:14.280
<v Speaker 1>the ranges of human voices travels through walls, so sounds

0:30:14.360 --> 0:30:19.720
<v Speaker 1>outside of those frequencies it sound transmission class isn't concerned

0:30:19.760 --> 0:30:23.000
<v Speaker 1>with them, because it's really more about building walls so

0:30:23.080 --> 0:30:25.800
<v Speaker 1>that sound doesn't pass or walls and floors and ceilings,

0:30:25.840 --> 0:30:28.400
<v Speaker 1>not just walls, but all the all the surfaces so

0:30:28.440 --> 0:30:31.200
<v Speaker 1>that sound does not pass easily through one uh and

0:30:31.280 --> 0:30:33.880
<v Speaker 1>into another. This would be like what hotels would be

0:30:33.880 --> 0:30:37.880
<v Speaker 1>really concerned with, or people who are building homes. UM.

0:30:37.920 --> 0:30:40.800
<v Speaker 1>That range, by the way, is about hurts to four

0:30:40.880 --> 0:30:44.280
<v Speaker 1>thousand hurts or four killer hurts. That's the that's the

0:30:44.320 --> 0:30:47.480
<v Speaker 1>typical range of frequencies of the human voice. So that's

0:30:47.520 --> 0:30:51.560
<v Speaker 1>really what sound transmission class is concerned with. And it's

0:30:51.640 --> 0:30:54.920
<v Speaker 1>designated by a number, and in general, the higher the number,

0:30:55.080 --> 0:30:58.320
<v Speaker 1>the better the quality of soundproofing is. So if you

0:30:58.400 --> 0:31:00.640
<v Speaker 1>were in a room that has it's like a really

0:31:00.720 --> 0:31:03.480
<v Speaker 1>kind of lousy dry wall partition, it doesn't have a

0:31:03.480 --> 0:31:05.600
<v Speaker 1>whole lot of you know, like it doesn't have that

0:31:05.600 --> 0:31:09.360
<v Speaker 1>that absorption insulation or anything like that. Uh, the number

0:31:09.440 --> 0:31:11.920
<v Speaker 1>might be somewhere around twenty. But let's say you're in

0:31:11.960 --> 0:31:15.720
<v Speaker 1>a high end hotel that has taken great pains to

0:31:15.760 --> 0:31:20.480
<v Speaker 1>create decoupled walls with good absorption insulation, some maybe some

0:31:20.560 --> 0:31:24.280
<v Speaker 1>dampening material in there too. That might be closer to sixty,

0:31:24.520 --> 0:31:27.440
<v Speaker 1>and so the higher number designates that it's more sound

0:31:27.520 --> 0:31:30.680
<v Speaker 1>proofed than the other one. But again for that given

0:31:30.800 --> 0:31:33.560
<v Speaker 1>range of frequencies. The stuff outside of that maybe not

0:31:33.680 --> 0:31:38.320
<v Speaker 1>so much. Outside the United States, people tend to use

0:31:38.560 --> 0:31:43.000
<v Speaker 1>was called the sound reduction index. Uh it's it's the

0:31:43.200 --> 0:31:45.120
<v Speaker 1>s r I. So that rating tells you how many

0:31:45.160 --> 0:31:49.720
<v Speaker 1>decibels in reduction the material will provide. So if a

0:31:49.760 --> 0:31:53.240
<v Speaker 1>sound is a certain amplitude, a certain amount of decibels,

0:31:53.240 --> 0:31:56.360
<v Speaker 1>which by the way, is not a not a it's

0:31:56.400 --> 0:31:59.920
<v Speaker 1>a logarithmic scale, so it's pretty complicated, but it'll tell

0:32:00.000 --> 0:32:03.120
<v Speaker 1>you how many decibels it will reduce a sound that

0:32:03.280 --> 0:32:07.920
<v Speaker 1>is generated from one space and into an adjoining space. UM.

0:32:07.960 --> 0:32:11.800
<v Speaker 1>It's depending also upon frequencies, because some are designed to

0:32:12.040 --> 0:32:14.200
<v Speaker 1>it's it's something that's specifically designed to cut out those

0:32:14.200 --> 0:32:17.720
<v Speaker 1>mid to high range frequencies. But it won't necessarily uh

0:32:17.840 --> 0:32:20.240
<v Speaker 1>like that material won't necessarily cut out low frequencies. So

0:32:20.280 --> 0:32:22.600
<v Speaker 1>if you get this s r I number, you have

0:32:22.640 --> 0:32:25.000
<v Speaker 1>to also ask, well, what what range of frequencies is

0:32:25.040 --> 0:32:27.640
<v Speaker 1>that for, Because it's not a blanket statement. It's not

0:32:27.680 --> 0:32:30.520
<v Speaker 1>saying that any sound at any decibel will be reduced

0:32:30.600 --> 0:32:36.040
<v Speaker 1>this amount, then you finally have noise reduction coefficient. Uh.

0:32:36.240 --> 0:32:38.520
<v Speaker 1>So this tells you how much sound of material can

0:32:38.560 --> 0:32:43.320
<v Speaker 1>absorb versus reflect Um. It's it's expressed as a percentage.

0:32:43.360 --> 0:32:46.040
<v Speaker 1>So really the percentage that you're looking at is the

0:32:46.040 --> 0:32:49.560
<v Speaker 1>percentage of sound absorbed by that material. A carpet with

0:32:49.560 --> 0:32:53.600
<v Speaker 1>a rubber underlay might have a point for rating. For example,

0:32:53.640 --> 0:32:56.920
<v Speaker 1>that means it would absorb of the sound that hits

0:32:56.920 --> 0:33:01.320
<v Speaker 1>it reflecting back. Um. Like a hard concrete wall might

0:33:01.320 --> 0:33:04.560
<v Speaker 1>be a point oh five, meaning it absorbs only five

0:33:05.160 --> 0:33:09.880
<v Speaker 1>of the sound that hits it and gets reflected back. So, uh,

0:33:09.920 --> 0:33:12.720
<v Speaker 1>those are those are how you would you know, that's

0:33:12.720 --> 0:33:14.400
<v Speaker 1>like the metrics you would use. You would use actual

0:33:14.920 --> 0:33:19.440
<v Speaker 1>instrumentation to detect how the sound is reverberating in the room,

0:33:19.600 --> 0:33:22.760
<v Speaker 1>and you would, you know, obviously use things like microphones

0:33:22.840 --> 0:33:25.000
<v Speaker 1>and stuff outside of a room to detect if there's

0:33:25.040 --> 0:33:27.440
<v Speaker 1>any sound leaking out. There are also some things you

0:33:27.520 --> 0:33:31.960
<v Speaker 1>gotta take into account, um, some natural weak spots. If

0:33:32.000 --> 0:33:36.000
<v Speaker 1>the room has a vent in it, which you kind

0:33:36.000 --> 0:33:38.520
<v Speaker 1>of hope it will because otherwise things get real stuffy,

0:33:38.560 --> 0:33:42.880
<v Speaker 1>real fast. Uh. The vent also may need to be treated. Ideally,

0:33:42.880 --> 0:33:45.760
<v Speaker 1>the vent will be treated with some of this material

0:33:46.080 --> 0:33:49.120
<v Speaker 1>to dampen some of the sound. Otherwise it's just a

0:33:49.160 --> 0:33:51.920
<v Speaker 1>conduit for sound to travel through. Yes, So the room

0:33:51.960 --> 0:33:54.400
<v Speaker 1>we're recording in right now, it was built out for

0:33:54.520 --> 0:33:57.000
<v Speaker 1>us with some of these specs in mind. Um. We

0:33:57.000 --> 0:33:59.479
<v Speaker 1>we chose the material based on the rating and we

0:33:59.520 --> 0:34:02.040
<v Speaker 1>went with oviously a higher number UM. And then this

0:34:02.240 --> 0:34:05.080
<v Speaker 1>glass window that I was telling about earlier that's specifically

0:34:05.160 --> 0:34:08.080
<v Speaker 1>designed for a studiotype environment. And what we have on

0:34:08.120 --> 0:34:10.640
<v Speaker 1>the walls in here are similar to the layout of

0:34:10.680 --> 0:34:13.040
<v Speaker 1>that World's Quiet room most talking about, except these are

0:34:13.040 --> 0:34:16.319
<v Speaker 1>acoustic tiles that are made up of their squares and

0:34:16.320 --> 0:34:19.640
<v Speaker 1>they're made up of strips in a single direction, but

0:34:19.840 --> 0:34:22.680
<v Speaker 1>the panels are alternating. So we have one where they're

0:34:22.680 --> 0:34:25.080
<v Speaker 1>facing up and down, the one next to it they're

0:34:25.120 --> 0:34:27.360
<v Speaker 1>going left to right, etcetera. And they altered it and

0:34:27.440 --> 0:34:30.040
<v Speaker 1>that helps break up the sound and um, you know,

0:34:30.120 --> 0:34:34.080
<v Speaker 1>make it a more uh dampened sound within the room

0:34:34.160 --> 0:34:36.840
<v Speaker 1>and keep the sound from escaping as well. But we

0:34:36.880 --> 0:34:38.960
<v Speaker 1>actually do have event in this room and it's not

0:34:39.000 --> 0:34:41.839
<v Speaker 1>particularly well treated. So what I actually end up having

0:34:41.880 --> 0:34:45.840
<v Speaker 1>to do is use a very nifty bundle of software

0:34:46.239 --> 0:34:49.799
<v Speaker 1>to take a print of the room tone, so you

0:34:49.800 --> 0:34:52.160
<v Speaker 1>can there's a base level where if Jonathan and I

0:34:52.200 --> 0:34:54.680
<v Speaker 1>were quiet right now, you probably and we sent this

0:34:54.719 --> 0:34:57.600
<v Speaker 1>out without running this process, you would hear that base

0:34:57.719 --> 0:35:01.560
<v Speaker 1>level room tone, air conditioning ound, whatever. So what I

0:35:01.560 --> 0:35:05.440
<v Speaker 1>can do with the software is analyze thirty seconds a minute,

0:35:05.440 --> 0:35:08.319
<v Speaker 1>the longer the better of that baseline sound than the

0:35:08.360 --> 0:35:11.879
<v Speaker 1>computer analyzes that, and then I apply it to the

0:35:11.920 --> 0:35:15.440
<v Speaker 1>whole audio file and it gets rid of it and

0:35:15.480 --> 0:35:17.760
<v Speaker 1>no artifacting at all. When I want to say artifacting,

0:35:17.800 --> 0:35:21.480
<v Speaker 1>I mean there's no digital debris leftover where you can hear.

0:35:21.520 --> 0:35:24.319
<v Speaker 1>Oh there, here's the sound of the effect working. It's

0:35:24.360 --> 0:35:27.880
<v Speaker 1>completely transparent. And this sweet software is about two thousand dollars,

0:35:27.880 --> 0:35:29.800
<v Speaker 1>so right, they're a really good job. There are a

0:35:29.840 --> 0:35:32.759
<v Speaker 1>lot of suftware packages out there that that attempt to

0:35:32.880 --> 0:35:36.040
<v Speaker 1>do something similar to that, like a Audacity has the

0:35:36.080 --> 0:35:38.680
<v Speaker 1>noise removal tool, which is a very similar thing. It's

0:35:38.680 --> 0:35:41.640
<v Speaker 1>looking at specific frequencies and then it looks through the

0:35:41.800 --> 0:35:45.440
<v Speaker 1>entire track for those frequencies to remove those. Problem is,

0:35:45.480 --> 0:35:47.440
<v Speaker 1>of course that if you have other stuff laid on

0:35:47.480 --> 0:35:51.800
<v Speaker 1>top of it. Audacity doesn't necessarily it's not necessarily able

0:35:51.920 --> 0:35:54.600
<v Speaker 1>to go in and remove just the stuff that you

0:35:54.680 --> 0:35:58.279
<v Speaker 1>want removed and leave everything else untouched. So, uh well,

0:35:58.280 --> 0:36:01.080
<v Speaker 1>my experience with things like this has has always been,

0:36:01.239 --> 0:36:03.319
<v Speaker 1>Now it doesn't work, you can always tell. You can

0:36:03.320 --> 0:36:06.200
<v Speaker 1>always hear it kicking in or whatever. But just in

0:36:06.200 --> 0:36:08.000
<v Speaker 1>case anyone's interested in, this software i'm talking about is

0:36:08.040 --> 0:36:10.399
<v Speaker 1>by a company called Isotope, and it's a package called

0:36:10.560 --> 0:36:13.280
<v Speaker 1>r X Advance, and it's a suite that has multiple

0:36:13.680 --> 0:36:16.399
<v Speaker 1>um little modules that can do different things like let's

0:36:16.440 --> 0:36:18.719
<v Speaker 1>say you're picking up a hum or some kind of

0:36:18.840 --> 0:36:21.239
<v Speaker 1>radio interference. It can isolate things like that. But the

0:36:21.280 --> 0:36:22.719
<v Speaker 1>one I always used to give it to that air

0:36:22.760 --> 0:36:26.400
<v Speaker 1>conditioning noise is it's called de nois Er and it's

0:36:26.520 --> 0:36:29.319
<v Speaker 1>it's fantastic cool. And the other thing that you have

0:36:29.360 --> 0:36:31.799
<v Speaker 1>to worry about besides the vents are obviously doors. You

0:36:31.840 --> 0:36:33.720
<v Speaker 1>want to have. Make sure that your doors have proper

0:36:33.800 --> 0:36:36.800
<v Speaker 1>ceiling all around it. Ceiling s S E A L

0:36:37.160 --> 0:36:39.360
<v Speaker 1>that kind of seal. Yeah, Like in a recording studio

0:36:39.400 --> 0:36:41.920
<v Speaker 1>control room, you might see a door that has a

0:36:41.920 --> 0:36:46.120
<v Speaker 1>heavy rubber um strip on the bottom of it that

0:36:46.160 --> 0:36:49.120
<v Speaker 1>when you close it, it literally makes a seal between

0:36:49.200 --> 0:36:51.520
<v Speaker 1>the door jam and the bottom of the door, so

0:36:51.600 --> 0:36:54.840
<v Speaker 1>it's air tight. Yeah, because otherwise sound will just travel

0:36:54.920 --> 0:36:57.279
<v Speaker 1>underneath right underneath it the gap. You've done all this

0:36:57.360 --> 0:36:59.200
<v Speaker 1>other work and then you have a gap in the

0:36:59.200 --> 0:37:01.200
<v Speaker 1>bottom of your door. Yeah, you might as well have

0:37:01.239 --> 0:37:03.759
<v Speaker 1>done nothing right. It's it's not gonna it's not gonna

0:37:03.800 --> 0:37:06.200
<v Speaker 1>give you the results you want. So no, you know,

0:37:06.320 --> 0:37:09.840
<v Speaker 1>we were talking before we start recording that, you know,

0:37:09.960 --> 0:37:14.560
<v Speaker 1>the concept of making sure the sound within a room

0:37:14.760 --> 0:37:18.160
<v Speaker 1>sounds right, and this goes beyond soundproofing, but it was

0:37:18.200 --> 0:37:21.719
<v Speaker 1>also part of of the question sent into us. Noel

0:37:21.760 --> 0:37:23.480
<v Speaker 1>and I have a bit more to say, but before

0:37:23.520 --> 0:37:25.200
<v Speaker 1>we get to that, we're going to take another quick

0:37:25.200 --> 0:37:36.359
<v Speaker 1>break to thank our sponsor. So walk us through kind

0:37:36.400 --> 0:37:39.319
<v Speaker 1>of the process. If you were setting up, say a

0:37:39.360 --> 0:37:42.600
<v Speaker 1>recording studio for music, that would be obviously you would

0:37:42.640 --> 0:37:45.759
<v Speaker 1>want to make sure that everything is just right to

0:37:45.920 --> 0:37:49.920
<v Speaker 1>capture the music as the artist intended. You know, you

0:37:50.000 --> 0:37:52.560
<v Speaker 1>might do some alteration on it on the back end,

0:37:52.680 --> 0:37:55.759
<v Speaker 1>but you want it captured as pure as possible at

0:37:55.800 --> 0:37:58.880
<v Speaker 1>the recording session. Yeah. This this goes into kind of

0:38:00.280 --> 0:38:03.440
<v Speaker 1>philosophy in some ways. Some people might want more of

0:38:03.480 --> 0:38:06.960
<v Speaker 1>a live room that has some character, some nice acoustics

0:38:07.000 --> 0:38:09.359
<v Speaker 1>or something like that. And for certain things, like say

0:38:09.400 --> 0:38:12.160
<v Speaker 1>recording a vocal, you might want a room with as

0:38:12.239 --> 0:38:15.920
<v Speaker 1>little character as possible. So you're just getting the quality

0:38:15.960 --> 0:38:19.959
<v Speaker 1>of that voice through that really nice microphone and microphone preamplifier,

0:38:20.000 --> 0:38:21.640
<v Speaker 1>which is what you plug a microphone in that kind

0:38:21.640 --> 0:38:25.239
<v Speaker 1>of boost that signal and makes it audible and makes

0:38:25.280 --> 0:38:26.920
<v Speaker 1>it at a level that can then be recorded into

0:38:26.920 --> 0:38:29.960
<v Speaker 1>the computer or tape machine or what have you. UM.

0:38:30.080 --> 0:38:31.880
<v Speaker 1>So that's one way of looking at it. Like for

0:38:32.160 --> 0:38:38.160
<v Speaker 1>a quiet room, like a completely dead sound booth, let's say, UM,

0:38:38.440 --> 0:38:41.359
<v Speaker 1>then you might have different little tricks you can do.

0:38:41.400 --> 0:38:43.600
<v Speaker 1>Like so at a drum room, for example, there are

0:38:43.640 --> 0:38:46.960
<v Speaker 1>ways you can use panels of wood on the floor.

0:38:47.000 --> 0:38:49.000
<v Speaker 1>You might take a strip of wood and place it

0:38:49.280 --> 0:38:51.719
<v Speaker 1>right underneath the kick drum the bass drum, and have

0:38:51.800 --> 0:38:54.319
<v Speaker 1>a microphone kind of at the end of that, so

0:38:54.440 --> 0:38:57.080
<v Speaker 1>you're the sound of the drums are sort of reflecting

0:38:57.120 --> 0:38:59.520
<v Speaker 1>off of that wood and creating kind of a cool

0:38:59.600 --> 0:39:03.919
<v Speaker 1>diffew room sounds. So you when you mike drums, you're

0:39:03.960 --> 0:39:06.640
<v Speaker 1>making them up close. You're putting a microphone right up

0:39:06.640 --> 0:39:08.319
<v Speaker 1>on the tom tom or the snare of the kick,

0:39:08.520 --> 0:39:10.319
<v Speaker 1>and then a lot of times people will mix in

0:39:10.480 --> 0:39:12.759
<v Speaker 1>the sound of the room, which is the whole kit,

0:39:13.040 --> 0:39:15.040
<v Speaker 1>and then kind of blend those signals together so you

0:39:15.120 --> 0:39:17.399
<v Speaker 1>get that direct sound, which you also get this nice

0:39:17.840 --> 0:39:21.000
<v Speaker 1>roomy tone. So in that situation, you might want a

0:39:21.040 --> 0:39:22.960
<v Speaker 1>little character in your room, and you might use things

0:39:22.960 --> 0:39:24.880
<v Speaker 1>like I'm talking about these strips or what have you

0:39:24.880 --> 0:39:28.319
<v Speaker 1>to achieve some sort of character. Now, let's say we're

0:39:28.360 --> 0:39:30.640
<v Speaker 1>talking about a control room, which is where you're going

0:39:30.680 --> 0:39:33.520
<v Speaker 1>to be mixing your your music. So you have really

0:39:33.600 --> 0:39:37.520
<v Speaker 1>high end, very nice, high fidelities studio monitors which gives

0:39:37.560 --> 0:39:40.680
<v Speaker 1>you your playback. And you know, the best studio monitors

0:39:40.840 --> 0:39:45.040
<v Speaker 1>are considered to be very um flat. That's that's the

0:39:45.080 --> 0:39:50.440
<v Speaker 1>word that's used, where the frequency response isn't particularly um

0:39:50.480 --> 0:39:53.560
<v Speaker 1>it's not it's not messed with on the speaker side.

0:39:53.600 --> 0:39:55.960
<v Speaker 1>So everything that's coming out of there, you know, is

0:39:55.960 --> 0:39:58.279
<v Speaker 1>going to be accurate based on what you're doing, what

0:39:58.360 --> 0:40:01.520
<v Speaker 1>you're putting into it, the frequencies you're adjusting on your

0:40:01.560 --> 0:40:05.040
<v Speaker 1>mixing console or in your computer. The monitors themselves aren't

0:40:05.040 --> 0:40:09.200
<v Speaker 1>imparting any tone or quality beyond what you're doing to

0:40:09.280 --> 0:40:12.840
<v Speaker 1>it right there. They're just they're just neutral and only

0:40:13.239 --> 0:40:16.000
<v Speaker 1>presenting the stuff that you've told it to mean a

0:40:16.000 --> 0:40:18.720
<v Speaker 1>lot of times they're referred to as reference monitors because

0:40:18.760 --> 0:40:20.920
<v Speaker 1>you the idea is, and it's not always the case,

0:40:21.320 --> 0:40:23.839
<v Speaker 1>um that the way it sounds on those monitors, it's

0:40:23.840 --> 0:40:27.320
<v Speaker 1>going to sound like that anywhere you play it. Obviously,

0:40:27.400 --> 0:40:29.560
<v Speaker 1>there are things that happen after you finish a record

0:40:29.680 --> 0:40:33.160
<v Speaker 1>called mastering, where you you kind of adjust to account

0:40:33.200 --> 0:40:35.239
<v Speaker 1>for different types of systems that might be played on

0:40:35.280 --> 0:40:37.160
<v Speaker 1>to make sure it sounds as good as possible on

0:40:37.320 --> 0:40:41.840
<v Speaker 1>any system. But in a control room when you're playing

0:40:41.880 --> 0:40:46.439
<v Speaker 1>back your music, you don't want bad reflections. You don't

0:40:46.440 --> 0:40:49.480
<v Speaker 1>want that sound coming out of the speakers to bounce

0:40:49.520 --> 0:40:52.800
<v Speaker 1>back at you in a way that changes the quality

0:40:52.880 --> 0:40:54.760
<v Speaker 1>of that sound. You want it to be as flat

0:40:55.000 --> 0:40:58.560
<v Speaker 1>and clean as possible. So there are little extra touches

0:40:58.560 --> 0:41:02.040
<v Speaker 1>you could put in a control room that absorb certain frequencies.

0:41:02.040 --> 0:41:05.080
<v Speaker 1>Like you said, certain materials will absorb certain frequencies better.

0:41:05.160 --> 0:41:07.200
<v Speaker 1>There are things you might put in the back corners

0:41:07.239 --> 0:41:09.480
<v Speaker 1>of the room that fill up a corner where two

0:41:09.520 --> 0:41:12.439
<v Speaker 1>walls meet, called base traps, and they are these kind

0:41:12.440 --> 0:41:15.080
<v Speaker 1>of tall. They can be round or squared off UM

0:41:15.280 --> 0:41:18.200
<v Speaker 1>and they're made of kind of dense fibroglass material covered

0:41:18.239 --> 0:41:21.960
<v Speaker 1>in a particular type of fabric, and those absorb some

0:41:21.960 --> 0:41:24.799
<v Speaker 1>of those base frequencies so that it's not bouncing back

0:41:24.800 --> 0:41:27.399
<v Speaker 1>at you and muddying up your mix. Then you might

0:41:27.480 --> 0:41:29.040
<v Speaker 1>have a lot of times you'll see in a recording

0:41:29.120 --> 0:41:32.319
<v Speaker 1>studio in the control room where you have your big

0:41:32.360 --> 0:41:34.839
<v Speaker 1>mixing console, and then directly behind it against the wall,

0:41:34.840 --> 0:41:36.360
<v Speaker 1>a lot of times there's a couch, and then above

0:41:36.400 --> 0:41:39.120
<v Speaker 1>that couch there might be a weird looking wooden panel

0:41:39.480 --> 0:41:44.200
<v Speaker 1>that has smaller arrays of these alternating little UM tiles

0:41:44.280 --> 0:41:45.919
<v Speaker 1>sort of like what I described we have in our

0:41:46.080 --> 0:41:49.120
<v Speaker 1>room here, but smaller and and a little more dense,

0:41:49.200 --> 0:41:51.799
<v Speaker 1>and those are designed to do different things to other

0:41:51.840 --> 0:41:54.920
<v Speaker 1>frequencies like the mid range or the high um. Another

0:41:54.960 --> 0:41:58.320
<v Speaker 1>thing that's really important in UH these control room settings

0:41:58.360 --> 0:42:02.000
<v Speaker 1>is where the monitors speakers are placed. So what you

0:42:02.080 --> 0:42:05.120
<v Speaker 1>might do is have an engineer UM that specializes in

0:42:05.800 --> 0:42:09.879
<v Speaker 1>you know, do building out recording studios and tuning room

0:42:10.200 --> 0:42:13.040
<v Speaker 1>that's what they call it. Go in there and use

0:42:13.080 --> 0:42:16.680
<v Speaker 1>a device that that measures the way frequencies bounce around

0:42:16.680 --> 0:42:18.520
<v Speaker 1>the room and you would generate what's called a test

0:42:18.520 --> 0:42:22.200
<v Speaker 1>tone or some white noise even um which is just

0:42:22.320 --> 0:42:24.600
<v Speaker 1>like you know, static kind of sound. And then you

0:42:24.640 --> 0:42:27.040
<v Speaker 1>can use this device, this handheld device, it might be

0:42:27.040 --> 0:42:29.279
<v Speaker 1>cooked up to a computer. There's lots of different ones

0:42:29.600 --> 0:42:32.839
<v Speaker 1>UM that will then take a print and analyze, Okay,

0:42:32.880 --> 0:42:35.080
<v Speaker 1>this is what the sound's doing. This is where this

0:42:35.160 --> 0:42:37.120
<v Speaker 1>room needs some work, where we need to move the

0:42:37.160 --> 0:42:39.120
<v Speaker 1>monitors a little further away or a little closer to

0:42:39.200 --> 0:42:42.160
<v Speaker 1>the wall, et cetera. So that's just a few of

0:42:42.160 --> 0:42:46.040
<v Speaker 1>the ways that you can um affect how the sound

0:42:46.200 --> 0:42:49.200
<v Speaker 1>is actually heard within a room for different situations, whether

0:42:49.239 --> 0:42:53.279
<v Speaker 1>you're recording, whether you're mixing and listening, it's all about that.

0:42:53.640 --> 0:42:57.120
<v Speaker 1>There are different scenarios that require different treatments. Sure, and

0:42:57.120 --> 0:43:02.000
<v Speaker 1>and anyone who's listened to you know, live albums versus

0:43:02.000 --> 0:43:05.799
<v Speaker 1>studio albums, or for me, even just with classical music,

0:43:05.880 --> 0:43:09.040
<v Speaker 1>Like if you ever listened to classical piece that was

0:43:09.080 --> 0:43:11.880
<v Speaker 1>recorded in a big sound studio where you know they

0:43:11.920 --> 0:43:14.640
<v Speaker 1>got the whole orchestra in there, it can sound really amazing.

0:43:14.680 --> 0:43:16.120
<v Speaker 1>But then if you hear the same sort of thing

0:43:16.200 --> 0:43:19.200
<v Speaker 1>but it's played in a concert hall, even without an audience,

0:43:19.840 --> 0:43:24.040
<v Speaker 1>the effect is measurably different. You get that character you

0:43:24.080 --> 0:43:27.279
<v Speaker 1>were talking about of the space, and different spaces have

0:43:27.480 --> 0:43:31.440
<v Speaker 1>very different characters. Just as musicians may have a favorite

0:43:31.480 --> 0:43:35.600
<v Speaker 1>type of amplifier that they like to use because of

0:43:35.680 --> 0:43:39.520
<v Speaker 1>the tone that it helps, uh, the tones that accentuates

0:43:39.920 --> 0:43:43.040
<v Speaker 1>versus the ones that it doesn't accentuate as much. Uh.

0:43:43.400 --> 0:43:46.080
<v Speaker 1>You have the same sort of stuff with these these rooms. Now, no,

0:43:46.360 --> 0:43:48.160
<v Speaker 1>let me ask you this. Let's say that some of

0:43:48.200 --> 0:43:51.120
<v Speaker 1>our listeners out there are wanting to set up like

0:43:51.200 --> 0:43:56.200
<v Speaker 1>a little home recording area. Maybe they want to do podcasting,

0:43:56.320 --> 0:44:00.400
<v Speaker 1>maybe they want to record some acoustic music, nothing to complicated.

0:44:01.320 --> 0:44:04.160
<v Speaker 1>What would be some general guidelines you would give somebody

0:44:04.239 --> 0:44:07.800
<v Speaker 1>who wants to set up a space in their house

0:44:08.360 --> 0:44:10.600
<v Speaker 1>meant for recording, Like, what were what would just be

0:44:10.640 --> 0:44:14.160
<v Speaker 1>some general tips, not like the super like you're gonna

0:44:14.200 --> 0:44:16.840
<v Speaker 1>go and remodel your home kind of approach, but but

0:44:17.320 --> 0:44:21.799
<v Speaker 1>more simple ways that you can at least limit problems

0:44:21.880 --> 0:44:27.520
<v Speaker 1>with sound from exterior sources or uh interference with the

0:44:27.520 --> 0:44:29.520
<v Speaker 1>sound that you're creating in the room. What are some

0:44:29.600 --> 0:44:32.080
<v Speaker 1>of your tips you would give. I mean, there's a

0:44:32.080 --> 0:44:35.880
<v Speaker 1>lot of different ways that you can um make spaces

0:44:35.920 --> 0:44:38.080
<v Speaker 1>in your home work, and all depends on what kind

0:44:38.120 --> 0:44:41.280
<v Speaker 1>of music you're trying to record. UM, So the choice

0:44:41.280 --> 0:44:43.440
<v Speaker 1>of microphone would make a big difference. For example, so

0:44:43.480 --> 0:44:45.800
<v Speaker 1>the microphones that we use in the podcast studio or

0:44:45.840 --> 0:44:48.080
<v Speaker 1>what are called dynamic microphones, and we've talked about this

0:44:48.120 --> 0:44:50.880
<v Speaker 1>in the past episode. I believe um they tend to

0:44:50.920 --> 0:44:53.360
<v Speaker 1>record best things that are very close to them and

0:44:53.440 --> 0:44:56.839
<v Speaker 1>don't necessarily pick up as much ambient room sound as

0:44:56.880 --> 0:45:00.000
<v Speaker 1>what's called a condenser microphone would. Now, some might say

0:45:00.040 --> 0:45:03.960
<v Speaker 1>the condenser microphone gives a richer, bigger sound, but it

0:45:04.000 --> 0:45:06.520
<v Speaker 1>also depends on how you use it. UM, So I

0:45:06.600 --> 0:45:10.640
<v Speaker 1>might recommend for recording vocals trying to go with like

0:45:10.680 --> 0:45:13.480
<v Speaker 1>get a really nice dynamic microphone, like one of these

0:45:13.520 --> 0:45:16.279
<v Speaker 1>a sure SM seven B microphones will use and there

0:45:16.320 --> 0:45:18.000
<v Speaker 1>you know, they're about three hundred bucks. They're not cheap,

0:45:18.280 --> 0:45:24.080
<v Speaker 1>but um they allow you to record uh much closer proximity.

0:45:24.120 --> 0:45:26.800
<v Speaker 1>So if you're recording a guitar, for example, through an amplifier,

0:45:26.800 --> 0:45:29.239
<v Speaker 1>you put it right up next to that amplifier and

0:45:29.760 --> 0:45:32.480
<v Speaker 1>crank it so that it's not recording. The signal to

0:45:32.600 --> 0:45:36.400
<v Speaker 1>noise ratio is what's called is in favor of the signal,

0:45:36.680 --> 0:45:41.680
<v Speaker 1>So the sound of the amplifier is uh the main concern.

0:45:41.920 --> 0:45:44.880
<v Speaker 1>There's really no worry about recording any room tone. And

0:45:44.920 --> 0:45:46.520
<v Speaker 1>you don't even have to crank the amp up that

0:45:46.640 --> 0:45:49.200
<v Speaker 1>high because the mic is so close. But in terms

0:45:49.239 --> 0:45:51.440
<v Speaker 1>of little things you can do for dampening, I mean,

0:45:51.760 --> 0:45:54.160
<v Speaker 1>get get a pack of egg crate or like some

0:45:54.280 --> 0:45:56.719
<v Speaker 1>acoustic tiles from or lex, you know, and it's not

0:45:56.840 --> 0:45:59.480
<v Speaker 1>cheap either. But then just make some little clusters, you know,

0:45:59.560 --> 0:46:01.839
<v Speaker 1>make a few little squares on your wall if you can,

0:46:01.920 --> 0:46:04.839
<v Speaker 1>like if you have a closet door, maybe put three

0:46:04.920 --> 0:46:08.520
<v Speaker 1>or four panels and then record facing that, you know. Um,

0:46:08.560 --> 0:46:11.680
<v Speaker 1>there are also these shields you can get you can

0:46:11.719 --> 0:46:13.799
<v Speaker 1>attach to your mic stand and basically is like a

0:46:14.320 --> 0:46:18.360
<v Speaker 1>um almost like a half moon shaped shield that goes

0:46:18.640 --> 0:46:21.480
<v Speaker 1>behind the microphone so you're facing it and that cuts

0:46:21.520 --> 0:46:24.760
<v Speaker 1>down on reflections. Um. There are lots of little tricks

0:46:24.800 --> 0:46:26.319
<v Speaker 1>like that that you can do. But at the end

0:46:26.320 --> 0:46:29.520
<v Speaker 1>of the day, UM, it's just about how you use

0:46:29.640 --> 0:46:33.600
<v Speaker 1>the stuff that you have for podcasting. Definitely go with

0:46:33.640 --> 0:46:37.640
<v Speaker 1>a dynamic microphone, talk very close to it so that

0:46:37.719 --> 0:46:40.200
<v Speaker 1>it's only getting your voice and it's not recording your

0:46:40.239 --> 0:46:43.800
<v Speaker 1>cats or the sound of your conditioning things like that. Um,

0:46:43.920 --> 0:46:46.279
<v Speaker 1>the lower you can turn up the mic and still

0:46:46.320 --> 0:46:48.200
<v Speaker 1>get a really good signal, the better off you are,

0:46:48.200 --> 0:46:49.919
<v Speaker 1>because if you have to crank it up really high,

0:46:50.200 --> 0:46:52.440
<v Speaker 1>you're really far away from the mic, you're gonna be

0:46:52.480 --> 0:46:55.160
<v Speaker 1>picking up a whole lot of that room sound. Yeah,

0:46:55.200 --> 0:46:57.800
<v Speaker 1>I I can tell you from experience. I record a

0:46:57.840 --> 0:47:01.520
<v Speaker 1>couple of shows from home just for fun that that

0:47:01.600 --> 0:47:05.000
<v Speaker 1>aren't work related, and I used to use a condenser

0:47:05.080 --> 0:47:08.880
<v Speaker 1>mike because they were they were easy. I had a

0:47:08.960 --> 0:47:11.640
<v Speaker 1>USB condenser mic um and and there's nothing wrong with

0:47:11.680 --> 0:47:14.320
<v Speaker 1>the MIC's. I'll even tell you I had a blue

0:47:14.360 --> 0:47:16.759
<v Speaker 1>Snowball for a while, and we have one here we

0:47:16.760 --> 0:47:20.359
<v Speaker 1>we've used it occasionally, mostly to connect through Skype or whatever.

0:47:20.440 --> 0:47:22.520
<v Speaker 1>We don't record through it, but we use it to

0:47:22.520 --> 0:47:24.359
<v Speaker 1>to pick up our voices so people on the other

0:47:24.440 --> 0:47:26.480
<v Speaker 1>end can hear us. UM. And I also had a

0:47:26.520 --> 0:47:29.439
<v Speaker 1>blue Yetie microphone. Both of them are great. I love them,

0:47:29.480 --> 0:47:32.880
<v Speaker 1>but for podcasting, like you were saying, they pick up

0:47:32.880 --> 0:47:34.920
<v Speaker 1>pretty much everything. And in fact, if you were to

0:47:34.960 --> 0:47:37.560
<v Speaker 1>go back and listen to some of those podcasts I did,

0:47:37.800 --> 0:47:39.880
<v Speaker 1>you would hear, like, what's that weird clicking noise and

0:47:39.960 --> 0:47:41.960
<v Speaker 1>hearing in the background, And that clicking noise would have

0:47:42.000 --> 0:47:45.640
<v Speaker 1>been my dog's toe nails clicking against the hardwood floor

0:47:45.840 --> 0:47:48.880
<v Speaker 1>as as he just ran across the floor and he

0:47:48.920 --> 0:47:51.560
<v Speaker 1>wasn't making any other noise. It's just click click click clicklick.

0:47:51.600 --> 0:47:53.920
<v Speaker 1>But that condenser mike picked up everything. And it all

0:47:53.960 --> 0:47:56.040
<v Speaker 1>comes back to what we talked about sound being sort

0:47:56.080 --> 0:47:58.440
<v Speaker 1>of this organic thing that moves. I mean, you're never

0:47:58.480 --> 0:48:01.040
<v Speaker 1>going to completely get rid of every bit of room

0:48:01.120 --> 0:48:04.319
<v Speaker 1>noise unless you are going above and beyond. You're going

0:48:04.360 --> 0:48:07.759
<v Speaker 1>to that crazy world's most silent room approach. But you

0:48:07.800 --> 0:48:11.200
<v Speaker 1>can mitigate how much of the sounds you don't want

0:48:11.200 --> 0:48:15.000
<v Speaker 1>are recorded based on where you set up the mic.

0:48:15.200 --> 0:48:17.200
<v Speaker 1>You want to be as far away from any noisy

0:48:17.239 --> 0:48:19.279
<v Speaker 1>sources as possible. You certainly wouldn't want to record a

0:48:19.280 --> 0:48:23.520
<v Speaker 1>podcast right next to your fridge. If you have an option, uh,

0:48:23.680 --> 0:48:26.480
<v Speaker 1>if you have an internal room where it doesn't share

0:48:26.480 --> 0:48:30.000
<v Speaker 1>an external wall, that would be a good choice. Um

0:48:30.160 --> 0:48:32.640
<v Speaker 1>like like the place where my microphone is set up.

0:48:32.680 --> 0:48:35.200
<v Speaker 1>I don't have a room that's into All of my

0:48:35.320 --> 0:48:38.360
<v Speaker 1>rooms face outward one way or the other. So I

0:48:38.360 --> 0:48:40.680
<v Speaker 1>don't have a room that I can that is that

0:48:40.840 --> 0:48:44.120
<v Speaker 1>is isolated where I could record from. UH. So my

0:48:44.520 --> 0:48:47.080
<v Speaker 1>mine is not ideal because I also live across the

0:48:47.120 --> 0:48:52.520
<v Speaker 1>street from UM railroad tracks and Marta tracks UH and

0:48:52.760 --> 0:48:56.960
<v Speaker 1>a busy road. So I'm just fortunate that when my

0:48:57.200 --> 0:49:00.920
<v Speaker 1>house was being built, they built it with that in mind.

0:49:00.960 --> 0:49:04.640
<v Speaker 1>They were building the external walls so that they would

0:49:04.680 --> 0:49:08.480
<v Speaker 1>dampen that sound as much as possible, because the home

0:49:08.520 --> 0:49:11.680
<v Speaker 1>builders new while we're right next to some train tracks,

0:49:11.680 --> 0:49:13.439
<v Speaker 1>so we have to take that into account when we're

0:49:13.480 --> 0:49:18.239
<v Speaker 1>designing this. Unfortunately, it doesn't often impact my recording. Once

0:49:18.280 --> 0:49:20.279
<v Speaker 1>in a blue moon, if there's a freight train going

0:49:20.320 --> 0:49:23.200
<v Speaker 1>by blasting its horn, you're gonna hear it. But otherwise

0:49:23.239 --> 0:49:25.360
<v Speaker 1>it doesn't come through. So just to wrap up on

0:49:25.400 --> 0:49:28.200
<v Speaker 1>this whole you know home podcast set up, I can

0:49:28.239 --> 0:49:30.560
<v Speaker 1>give you a really good practical example of our show

0:49:30.680 --> 0:49:33.680
<v Speaker 1>stuff you miss in History class Um. The host live

0:49:33.719 --> 0:49:36.960
<v Speaker 1>in different cities. Holly Fry lives here in Atlanta and

0:49:37.000 --> 0:49:40.000
<v Speaker 1>records in our studios, and Tracy Wilson lives in Boston

0:49:40.000 --> 0:49:42.759
<v Speaker 1>and records from her home. And so when she was

0:49:42.800 --> 0:49:44.360
<v Speaker 1>getting ready to move, we had to figure out how

0:49:44.400 --> 0:49:46.120
<v Speaker 1>we were going to set this up. So I kind

0:49:46.120 --> 0:49:48.520
<v Speaker 1>of looked into it and did some research and recommended

0:49:48.520 --> 0:49:50.239
<v Speaker 1>what to get, and what we ultimately went with is

0:49:50.560 --> 0:49:53.439
<v Speaker 1>she has this It's called the sound shield, I guess

0:49:53.440 --> 0:49:55.560
<v Speaker 1>it is the best way of referring to it. A

0:49:55.600 --> 0:49:59.600
<v Speaker 1>company is called sc Electronics. The product is a reflection

0:49:59.719 --> 0:50:02.560
<v Speaker 1>fill to ex portable vocal booth and the idea is

0:50:02.600 --> 0:50:05.480
<v Speaker 1>that the way it's pitched on on Sweetwater, which is

0:50:05.520 --> 0:50:09.080
<v Speaker 1>the music equipment site that I'm looking at. Um, it

0:50:09.280 --> 0:50:13.200
<v Speaker 1>is a portable acoustic treatment to reduce room ambience in

0:50:13.320 --> 0:50:17.080
<v Speaker 1>untreated recording spaces. So it works pretty well as advertised.

0:50:17.080 --> 0:50:19.319
<v Speaker 1>So it's this thing that kind of wraps around the

0:50:19.360 --> 0:50:22.480
<v Speaker 1>back of the microphone connects to the mic stand. Um.

0:50:22.520 --> 0:50:25.480
<v Speaker 1>So she has one of those behind her against the wall.

0:50:25.640 --> 0:50:27.960
<v Speaker 1>She has a heavy curtain like we talked about earlier

0:50:28.000 --> 0:50:31.520
<v Speaker 1>as well, and so that helps dampen the sound that way. Uh,

0:50:31.560 --> 0:50:35.120
<v Speaker 1>And she's using this sm seven b um dynamic sure

0:50:35.360 --> 0:50:37.680
<v Speaker 1>vocal mic or microphones on doesn't have to be a

0:50:37.719 --> 0:50:39.840
<v Speaker 1>vocal mic. But she is next to a window. So

0:50:39.880 --> 0:50:42.040
<v Speaker 1>whenever the trash pick up comes or if there's a

0:50:42.120 --> 0:50:44.520
<v Speaker 1>motorcyclist something like that you know, we've got to stop,

0:50:45.080 --> 0:50:47.439
<v Speaker 1>so you deal with what you have. And I think

0:50:47.600 --> 0:50:50.919
<v Speaker 1>she's a pretty good example of a successful home set

0:50:50.960 --> 0:50:53.359
<v Speaker 1>up as well as as as is yours. Jonathan. Yeah,

0:50:53.360 --> 0:50:55.680
<v Speaker 1>if you if you listen back to um some of

0:50:55.719 --> 0:50:59.000
<v Speaker 1>the episodes that we recorded before we move to pot

0:50:59.040 --> 0:51:02.040
<v Speaker 1>City Market, there was a brief period where we were

0:51:02.480 --> 0:51:06.880
<v Speaker 1>set up in an office, uh like an actual It

0:51:06.960 --> 0:51:09.799
<v Speaker 1>wasn't designed to be an audio recording studio, but was

0:51:09.840 --> 0:51:14.840
<v Speaker 1>an office at the old office space and Buckhead that

0:51:15.000 --> 0:51:20.280
<v Speaker 1>shared a a window facing Peach Tree or near Peach Tree.

0:51:21.320 --> 0:51:25.040
<v Speaker 1>And if you listen carefully to some of those old podcasts,

0:51:25.080 --> 0:51:27.279
<v Speaker 1>not just Tech Stuff, but all the other ones we

0:51:27.320 --> 0:51:30.200
<v Speaker 1>record at How Stuff Works, you might occasionally hear a

0:51:30.200 --> 0:51:33.840
<v Speaker 1>little high pitched noise and wonder what that was, And

0:51:33.880 --> 0:51:37.600
<v Speaker 1>that was Baton Bob. There was also sirens. Those were

0:51:37.600 --> 0:51:40.279
<v Speaker 1>the bane of our existence. YEA, sirens we would stop for,

0:51:40.560 --> 0:51:44.680
<v Speaker 1>like we if we heard the siren the whistle. Baton Bob. Yeah,

0:51:44.680 --> 0:51:47.359
<v Speaker 1>Beaton Bob is a a kind of a fixture here

0:51:47.360 --> 0:51:51.919
<v Speaker 1>in Atlanta. He is quite the character and often can

0:51:51.960 --> 0:51:54.279
<v Speaker 1>be seen marching up and down the various streets of

0:51:54.280 --> 0:51:57.760
<v Speaker 1>Atlanta in a tutu and twirling a baton and blowing

0:51:57.840 --> 0:52:01.680
<v Speaker 1>a whistle and he's a smile all ambassador. I love

0:52:01.719 --> 0:52:06.759
<v Speaker 1>baton Bob, Absolutely love him. Great guy. Uh, not fantastic

0:52:06.800 --> 0:52:09.080
<v Speaker 1>to have to record a podcast. Was you're hearing is

0:52:09.280 --> 0:52:11.520
<v Speaker 1>in whistling up and down the street and talk about

0:52:11.560 --> 0:52:14.120
<v Speaker 1>d I y setup. We had those windows covered over

0:52:14.160 --> 0:52:17.200
<v Speaker 1>with I made these panels out of that pink panther

0:52:17.600 --> 0:52:22.160
<v Speaker 1>foam installation for construction, and I nailed them and stapled

0:52:22.200 --> 0:52:26.600
<v Speaker 1>them to pieces of luan and then had them attached

0:52:26.600 --> 0:52:28.640
<v Speaker 1>to the window to cover them over. And then on

0:52:28.760 --> 0:52:32.279
<v Speaker 1>top of that we had this bright red um acoustic

0:52:32.320 --> 0:52:35.400
<v Speaker 1>foam in sheets that would be you know, staple on

0:52:35.560 --> 0:52:40.240
<v Speaker 1>top of that, and it still didn't block out and encies.

0:52:40.320 --> 0:52:44.880
<v Speaker 1>We couldn't do anything permanent because that that wasn't something

0:52:44.920 --> 0:52:47.160
<v Speaker 1>we were allowed to do in that space. It wasn't

0:52:47.200 --> 0:52:49.840
<v Speaker 1>meant to be a recording studio. So we were just

0:52:49.880 --> 0:52:53.200
<v Speaker 1>doing the best with what we had um. But yeah,

0:52:53.320 --> 0:52:56.480
<v Speaker 1>it was, it was. It was difficult, so it can

0:52:56.520 --> 0:52:59.319
<v Speaker 1>be a challenge, but the stuff is out there. It's

0:52:59.360 --> 0:53:01.839
<v Speaker 1>not like like Noel is saying, it's not necessarily cheap.

0:53:01.920 --> 0:53:06.200
<v Speaker 1>You can do some relatively inexpensive things to limit U

0:53:06.400 --> 0:53:09.279
<v Speaker 1>sound issues. But obviously you get what you pay for

0:53:09.400 --> 0:53:11.719
<v Speaker 1>the more that you are able to spend on that.

0:53:12.480 --> 0:53:14.279
<v Speaker 1>But do your research. But the more you're able to

0:53:14.280 --> 0:53:17.359
<v Speaker 1>spend on that, the better result you are going to get.

0:53:17.400 --> 0:53:19.960
<v Speaker 1>In general, just make sure that whatever outlet you're going

0:53:20.000 --> 0:53:24.120
<v Speaker 1>with is highly rated. You know, don't just hire a

0:53:24.160 --> 0:53:27.320
<v Speaker 1>general contractor and and go with that, because that's probably

0:53:27.360 --> 0:53:30.560
<v Speaker 1>not gonna give you the results you want. But obviously,

0:53:31.000 --> 0:53:35.240
<v Speaker 1>you know, these are things that people in all sorts

0:53:35.520 --> 0:53:40.560
<v Speaker 1>of of jobs and and positions, uh, worry about. Whether

0:53:40.719 --> 0:53:45.080
<v Speaker 1>it's professional recording artists, whether it's podcasters like us home

0:53:45.160 --> 0:53:49.080
<v Speaker 1>podcasters you just want to record a demo. I mean,

0:53:49.280 --> 0:53:50.840
<v Speaker 1>these are the sort of things you got to think about.

0:53:50.920 --> 0:53:55.160
<v Speaker 1>So thank you very much for writing in and requesting

0:53:55.160 --> 0:53:57.879
<v Speaker 1>this episode, and Noel, thank you for joining me today.

0:53:57.960 --> 0:53:59.680
<v Speaker 1>Usually you're on the other side of that window we

0:53:59.680 --> 0:54:01.680
<v Speaker 1>were talking talking about. It's true, it's nice, too nice

0:54:01.719 --> 0:54:03.719
<v Speaker 1>to pass through. Yeah, it's it's great to be on

0:54:03.719 --> 0:54:06.080
<v Speaker 1>this side once in a while and not stay so

0:54:06.120 --> 0:54:09.040
<v Speaker 1>long that the room gets super stuffy. Uh. This that's

0:54:09.040 --> 0:54:11.719
<v Speaker 1>one of the things that this room in particular, it

0:54:11.760 --> 0:54:14.279
<v Speaker 1>does get a little warm. Now we we fixed the

0:54:14.320 --> 0:54:17.880
<v Speaker 1>stuff you should know podcast room because it used to

0:54:17.920 --> 0:54:22.040
<v Speaker 1>get blistering lee hot, and now it gets very cool there,

0:54:22.160 --> 0:54:24.960
<v Speaker 1>and now the opposite seems to happen here. But I'm

0:54:25.000 --> 0:54:27.239
<v Speaker 1>afraid to ask for anything because I don't want to

0:54:27.360 --> 0:54:30.960
<v Speaker 1>end up getting Gail Force winds into the podcast studio.

0:54:31.520 --> 0:54:34.399
<v Speaker 1>That wraps up another classic episode of tech Stuff. Hope

0:54:34.440 --> 0:54:37.799
<v Speaker 1>you guys enjoyed it. If you have any questions, comments, requests,

0:54:37.920 --> 0:54:40.120
<v Speaker 1>you can send me an email the addresses tech stuff

0:54:40.160 --> 0:54:42.920
<v Speaker 1>at how stuff works dot com, or pop on over

0:54:42.960 --> 0:54:45.920
<v Speaker 1>to Facebook or Twitter. They use the handle tech stuff

0:54:46.040 --> 0:54:49.160
<v Speaker 1>HSW that message will get to me. Don't forget. You

0:54:49.160 --> 0:54:51.719
<v Speaker 1>can visit our website that's tech stuff podcast dot com

0:54:51.800 --> 0:54:54.640
<v Speaker 1>that has a link to every single episode we've ever published,

0:54:54.680 --> 0:54:56.520
<v Speaker 1>and it also has a link to our online store

0:54:56.560 --> 0:54:58.399
<v Speaker 1>where every purchase he make goes to help the show

0:54:58.440 --> 0:55:01.120
<v Speaker 1>and we greatly appreciate it. I'll talk to you again

0:55:01.719 --> 0:55:08.200
<v Speaker 1>really soon. Text Stuff is a production of I Heart

0:55:08.280 --> 0:55:11.680
<v Speaker 1>Radio's House Stuff Works. For more podcasts from I Heart Radio,

0:55:12.040 --> 0:55:15.200
<v Speaker 1>visit the i heart Radio app, Apple Podcasts, or wherever

0:55:15.280 --> 0:55:16.800
<v Speaker 1>you listen to your favorite shows.