WEBVTT - Shh! How Soundproofing Works

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<v Speaker 1>Give technology with tech stuff from stuff dot com. Hey there,

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<v Speaker 1>and welcome to tex Stuff. I am your host Jonathan

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<v Speaker 1>Strickland joining me today special guest producer, extraordinaire, musician and

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<v Speaker 1>all around groovy dude Noel. Welcome to the show. John Fitts,

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<v Speaker 1>an honor and a privileged to be who repeated in

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<v Speaker 1>it was lovely. We actually recorded together yesterday for Stuff

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<v Speaker 1>They Don't Want You to Know, which you are a

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<v Speaker 1>host of that show co host, a co host along

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<v Speaker 1>with the co hosts with Matt Frederick and Ben Bolan

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<v Speaker 1>and you guys were very generous to have me on,

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<v Speaker 1>and so I'm not as generous, so I only took

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<v Speaker 1>one of you. That's fair. We had a good time though.

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<v Speaker 1>We did a nice little Facebook live thing. We talked

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<v Speaker 1>about targeted ads and got all riled up and then

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<v Speaker 1>recorded a nice little podcast. It was fun. Yeah. So

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<v Speaker 1>if you guys have been enjoying my series on on

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<v Speaker 1>the problem with advertising online, you can think of the

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<v Speaker 1>Stuff They Don't Want You To Know as sort of

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<v Speaker 1>a sister podcast on that same topic. Some of the

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<v Speaker 1>stuff we cover is similar, but we take a because

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<v Speaker 1>we have three other folks in there, and it's four

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<v Speaker 1>people total. It ends up having a lot of different

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<v Speaker 1>viewpoints and a lot of discussions, and we tend to

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<v Speaker 1>go a little dark at times. Yeah it does. It

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<v Speaker 1>gets a little dark, um, but also fun also light.

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<v Speaker 1>You know, it's not all the dark, suff I mean,

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<v Speaker 1>it's it's it's life, right. So one of the things

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<v Speaker 1>I like to do on this show is at the

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<v Speaker 1>end of every episode, I invite you guys to send

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<v Speaker 1>me requests ideas topics for future episodes. And today's episode

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<v Speaker 1>is due to that. So I'm going to read a

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<v Speaker 1>little bit of listener mail. You know, we used to

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<v Speaker 1>have a whole claxon all right, here he goes, Hey

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<v Speaker 1>you tech stuff. First off, I want to thank you

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<v Speaker 1>for putting out your content as I'm a huge fan

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<v Speaker 1>of this casual learning movement. Might need a better term

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<v Speaker 1>for that. I was wondering if you'd be able to

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<v Speaker 1>do an episode on acoustics and sound dampening for studios,

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<v Speaker 1>like how they're measured, tuned, made, etcetera. It would be

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<v Speaker 1>awesome and spectacular as I would be able to harness

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<v Speaker 1>the power to put together a kick ass set up.

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<v Speaker 1>Thanks again for what you do. Dub Nosis well dubbed

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<v Speaker 1>we're going to do that for you. And that's really

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<v Speaker 1>the reason why I asked Noel to come in here,

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<v Speaker 1>because Noel, as a producer and sound engineer type person,

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<v Speaker 1>has had real world experience with this, and so we're

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<v Speaker 1>going to rely heavily upon his um perspective some of

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<v Speaker 1>the stories he has to tell about the process of

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<v Speaker 1>trying to make a room more soundproof or tuning a

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<v Speaker 1>room so that you're getting the sound you want while

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<v Speaker 1>you're recording, because, as it turns out, sound is a

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<v Speaker 1>pretty tricky thing when you boil it down. Sound is vibration, right,

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<v Speaker 1>It's just particles banging together. It's a whole thing you

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<v Speaker 1>gotta wrangle. It is a thing you gotta wrangle. We

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<v Speaker 1>often consider sound to just be this thing we perceive

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<v Speaker 1>with our ears, but what's really happening is a little

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<v Speaker 1>more granular than that. Sound is particles that are moving, vibrating. Uh.

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<v Speaker 1>Typically we're hearing things that are coming through over the air,

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<v Speaker 1>like actual air around us. So you listening to this

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<v Speaker 1>right now, you can hear my voice. Well, what's actually

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<v Speaker 1>happening is that some speakers are vibrating some air molecules,

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<v Speaker 1>and that is compressing and decompressing those molecules. It's it's

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<v Speaker 1>changing the pressure, increasing and then decreasing the pressure at

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<v Speaker 1>frequencies and amplitudes that your ears pick up and then

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<v Speaker 1>you perceive a sound. So this is happening through all

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<v Speaker 1>sorts of media, not just air. It can pass through

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<v Speaker 1>solid matter, it can pass through liquid and depending on

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<v Speaker 1>how the particles are packed and the space between them,

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<v Speaker 1>sound may move better through one medium than through another. Now,

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<v Speaker 1>knowing that sound can travel through different media, you also

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<v Speaker 1>need to know that it can transfer from one medium

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<v Speaker 1>to another medium. So for example, if I'm shouting really,

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<v Speaker 1>really loudly in a little room, some of that sound

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<v Speaker 1>when it makes contact with the wall, actually causes the

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<v Speaker 1>wall to move. Now it's not causing the wall to

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<v Speaker 1>move a lot, but it is making the wall vibrate

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<v Speaker 1>a little bit. Those vibrations get transferred through the wall

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<v Speaker 1>to the other side. And that's why if you're in

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<v Speaker 1>a place that has, you know, flimsy walls, you can

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<v Speaker 1>hear someone in another room. The sound is actually transferring through.

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<v Speaker 1>Not to mention in the room itself, that sound is

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<v Speaker 1>actually reflecting back at you, and the quality of the

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<v Speaker 1>sound can depend. You can very greatly depending on the

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<v Speaker 1>material that the room is built out of or treated

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<v Speaker 1>with right, right, So some of the sounds getting transferred

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<v Speaker 1>through the materials, some of the sound is being bounced

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<v Speaker 1>back from the material toward you, um. And a lot

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<v Speaker 1>of that depends upon the the hardness of the material,

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<v Speaker 1>Like a really hard materials and bounce a lot more

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<v Speaker 1>sound back at you, which is why if you are

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<v Speaker 1>in a large room with a lot of hard surfaces

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<v Speaker 1>you get that echoe sound. Um. Or if you're out

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<v Speaker 1>someplace like at a canyon and you do a shout

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<v Speaker 1>and you get that echo back, it's because the sound

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<v Speaker 1>is going out hitting the walls of the canyon, bouncing

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<v Speaker 1>back to you, and that's when you get to experience

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<v Speaker 1>that effect. Well. Obviously, this means that if you want

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<v Speaker 1>to create a place where the sound can't escape or

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<v Speaker 1>leak into and a lot of recording studios, you want

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<v Speaker 1>both of those things right. You don't want the sound

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<v Speaker 1>from the studio to leak outward, but you also definitely

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<v Speaker 1>don't want outside sound to leak into the important Then

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<v Speaker 1>you have to figure out, well, how do we limit

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<v Speaker 1>how do we work within the physical uh uh constraints

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<v Speaker 1>of the way sound works, so that we can limit

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<v Speaker 1>that as much as possible and try to have the

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<v Speaker 1>purest experience as we can. Uh So, one thing you

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<v Speaker 1>can remember is that sound, because it's a physical activity

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<v Speaker 1>and because it relies on on energy, the way it

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<v Speaker 1>works is that you've got a source of the sound.

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<v Speaker 1>Sound waves travel outward concentrically outward from that source, and

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<v Speaker 1>they get weaker as they travel out that that energy

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<v Speaker 1>starts to dissipate. You can think of it kind of

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<v Speaker 1>like um uh, you know, each each time a particle

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<v Speaker 1>has to bang up against another one to move it,

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<v Speaker 1>some of that energy ends up getting lost. So the

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<v Speaker 1>further way you are from a source of sound, the

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<v Speaker 1>quieter it is. That's why that happens. So one way

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<v Speaker 1>you can limit the way sound comes out of a

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<v Speaker 1>room is you make an enormous room like you have

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<v Speaker 1>a little room in a really big room. Um. But

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<v Speaker 1>that's not necessarily the most practical approach. Actually, there's a

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<v Speaker 1>studio I used to intern at in Athens, Georgia called

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<v Speaker 1>Chase Park Transduction, and they essentially built their studio inside

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<v Speaker 1>of a larger warehouse space. So they're renting a space

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<v Speaker 1>in the strip of big giant, very high ceiling warehouse spaces.

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<v Speaker 1>But when you go into the studio, you're in the warehouse.

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<v Speaker 1>But then there's a smaller basically building inside that warehouse

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<v Speaker 1>that is the one that receives all the acoustic treatments.

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<v Speaker 1>But it's like you said, I mean that is one

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<v Speaker 1>way of dealing with it is air. Yeah, the room

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<v Speaker 1>within a room approach is often how it's referred to,

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<v Speaker 1>and sometimes it is not as obvious as that. Like

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<v Speaker 1>it may be that it looks like the the room

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<v Speaker 1>you're walking into might be like it's it's in a

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<v Speaker 1>little uh alcover hallway, but that hallway is actually showing

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<v Speaker 1>where the the walls are, where there's an air gap

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<v Speaker 1>between the two walls to to mitigate any sound coming

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<v Speaker 1>into the space. Even this glass window that we have

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<v Speaker 1>in the booth that we're recording in right now, it's

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<v Speaker 1>a double paned window, So in between these two relatively

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<v Speaker 1>thick pieces of glass is a little layer of air,

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<v Speaker 1>which in and of itself acts as a bit of

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<v Speaker 1>a sound dampening insulation device, right exactly, So, uh, some

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<v Speaker 1>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 end and on the side uh the

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<v Speaker 1>antenna on the side you use your hand by moving

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<v Speaker 1>it closer to or farther away, you are changing the

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<v Speaker 1>amplitude and that's perceived as a change in volume. The

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<v Speaker 1>antenna going up as you move your hand closer to

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<v Speaker 1>it or farther away, you are changing the frequency. So

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<v Speaker 1>with those two controls you can basically shape the way

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<v Speaker 1>the sound is perceived. Right, And it's important to remember

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<v Speaker 1>these things because uh, as it turns out, different approaches

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<v Speaker 1>to sound proofing are effective for different frequencies. Definitely, right.

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<v Speaker 1>So there might be one that you're like, oh, this

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<v Speaker 1>is this is perfect. I can't hear my neighbors anymore.

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<v Speaker 1>But then it turns out that when your neighbors put

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<v Speaker 1>on a an album that has a lot of base

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<v Speaker 1>in it, it comes right through or start yelling at

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<v Speaker 1>each other for whatever. Yeah, the amplitude is loud enough,

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<v Speaker 1>it maybe that you're soundproofing isn't going to be. Uh.

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<v Speaker 1>When people yell, sometimes they tend to raise the picture

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<v Speaker 1>right right right, the pitch goes up enough that I

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<v Speaker 1>got you. Yeah, So these are things that you have

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<v Speaker 1>taken to consideration if you're trying to sound proof, and

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<v Speaker 1>obviously what you are trying to accomplish, like the reason

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<v Speaker 1>why you're soundproofing, that will play into it as well,

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<v Speaker 1>because if all you're trying to do is just make

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<v Speaker 1>it quieter so that you know, you don't have like

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<v Speaker 1>you're designing a building, maybe it's a hotel and you

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<v Speaker 1>want to make sure that the the people talking in

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<v Speaker 1>one room doesn't bleed over into other rooms. That's one

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<v Speaker 1>type of soundproofing. If you're trying to make a professional

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<v Speaker 1>recording studio, that's another type. From a construction standpoint, Like

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<v Speaker 1>the base level soundproofing is drywall, so you have drywall,

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<v Speaker 1>and that is where if you're in a hotel that

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<v Speaker 1>only uses drywall, people are gonna be able to hear

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<v Speaker 1>every single thing that's going on next door. It's when

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<v Speaker 1>you start basically stuffing that dry wall with other denser

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<v Speaker 1>materials or you know, highly rated soundproofing materials, that's when

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<v Speaker 1>you can really cut down on that transfer between the rooms. Right.

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<v Speaker 1>And also there are other some other techniques you can

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<v Speaker 1>use as well that I'll get into that, And it's

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<v Speaker 1>all about how do you make it harder for the

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<v Speaker 1>sound to travel from one place to another because sound

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<v Speaker 1>is going to travel no matter or what. It's not

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<v Speaker 1>like we have created a material that just sucks up

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<v Speaker 1>sound totally. We've got a lot of materials that resist

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<v Speaker 1>vibration and that means that they don't transfer sound very well.

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<v Speaker 1>But in fact, the studio has some of that around us.

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<v Speaker 1>But you know, there's other stuff you have to take

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<v Speaker 1>into consideration as well. Now, there are four general elements

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<v Speaker 1>to soundproofing, and we've we've kind of touched on a

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<v Speaker 1>few of them, but one of the big ones is

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<v Speaker 1>called decoupling. Now, decoupling is a construction term. When you're

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<v Speaker 1>talking about decoupling, you're talking about the way the walls

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<v Speaker 1>of the soundproofed area are actually constructed. So you were

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<v Speaker 1>just talking about dry wall. The typical way a wall

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<v Speaker 1>is constructed if you've got studs and attached to the

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<v Speaker 1>studs are the anchor points for the drywall. And in

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<v Speaker 1>a typical wall, the studs are connected on either side

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<v Speaker 1>by drywall for one side of the wall and dry

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<v Speaker 1>wall for the other side of the the wall. So the

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<v Speaker 1>uh and if you can think of it like the

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<v Speaker 1>interior wall versus the exterior wall of a room. The

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<v Speaker 1>problem with that is that when sound hits the drywall,

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<v Speaker 1>then sound can travel through the dry wall through the studs,

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<v Speaker 1>which transmit sound. They're a pretty good conductor for sound

0:12:17.880 --> 0:12:19.800
<v Speaker 1>to the other side of the dry wall, and then

0:12:19.840 --> 0:12:22.600
<v Speaker 1>you get sound bleeding out or you have sound bleeding

0:12:22.600 --> 0:12:27.080
<v Speaker 1>in from the outside. So decoupling is a process where

0:12:27.160 --> 0:12:30.760
<v Speaker 1>you would build a wall so that the studs don't

0:12:31.600 --> 0:12:34.480
<v Speaker 1>touch both sides of the wall. You would have a

0:12:34.520 --> 0:12:37.400
<v Speaker 1>series of studs that one side the interior wall are

0:12:37.440 --> 0:12:40.240
<v Speaker 1>attached to, and a different series of studs that the

0:12:40.280 --> 0:12:44.600
<v Speaker 1>exterior wall are attached to. They both extend well into

0:12:44.760 --> 0:12:47.960
<v Speaker 1>the gap between the two walls, but they don't touch

0:12:48.040 --> 0:12:51.160
<v Speaker 1>the other side. So one side could be receiving sound

0:12:51.160 --> 0:12:55.079
<v Speaker 1>waves and potentially transfer those, but since they're not touching,

0:12:55.600 --> 0:12:57.679
<v Speaker 1>it's much more difficult for that to happen, right, because

0:12:57.720 --> 0:13:00.200
<v Speaker 1>air is not as good a conductor of sound as

0:13:00.200 --> 0:13:03.319
<v Speaker 1>a solid object is, which you wouldn't think that, because

0:13:03.360 --> 0:13:05.000
<v Speaker 1>I mean, here we are in a room talking to

0:13:05.000 --> 0:13:08.520
<v Speaker 1>each other, and the air is basically what's connecting us.

0:13:08.800 --> 0:13:10.840
<v Speaker 1>But the interesting thing, though, is that the way you

0:13:10.880 --> 0:13:13.080
<v Speaker 1>can tell this, it's very easy way to tell. It's

0:13:13.120 --> 0:13:16.000
<v Speaker 1>the old kid game of a telephone where you get

0:13:16.000 --> 0:13:19.640
<v Speaker 1>two cans in a string. Right, You you punch holes

0:13:19.679 --> 0:13:21.439
<v Speaker 1>in the bottom of the cans, You run the string

0:13:21.520 --> 0:13:24.440
<v Speaker 1>through the holes, you stretch it taut, and then you

0:13:24.480 --> 0:13:26.680
<v Speaker 1>can whisper into one can and hear it on the

0:13:26.679 --> 0:13:29.880
<v Speaker 1>other side. But if you whisper that same volume across

0:13:29.920 --> 0:13:33.280
<v Speaker 1>the room you can't hear it. So again that shows

0:13:33.360 --> 0:13:37.400
<v Speaker 1>that the the physical media is actually more or medium

0:13:37.440 --> 0:13:40.240
<v Speaker 1>I should say, is actually more efficient at transferring the

0:13:40.280 --> 0:13:44.320
<v Speaker 1>sound than than air is. So air pockets are actually

0:13:44.360 --> 0:13:49.679
<v Speaker 1>really important when you're soundproofing, you know, designing a soundproof room. UM.

0:13:49.679 --> 0:13:54.480
<v Speaker 1>Typically you would pair decoupling with some of the other elements,

0:13:54.480 --> 0:13:56.080
<v Speaker 1>and I'll go ahead and mention what those elements are,

0:13:56.080 --> 0:13:58.040
<v Speaker 1>and then we'll talk more about how you would put

0:13:58.080 --> 0:14:03.400
<v Speaker 1>it all together. So you've got absorption another important element.

0:14:03.440 --> 0:14:08.199
<v Speaker 1>This is obviously using a material that slows down sound.

0:14:08.600 --> 0:14:11.400
<v Speaker 1>Uh It absorbs some of the sounds, so that sound

0:14:11.480 --> 0:14:15.480
<v Speaker 1>essentially loses some of its energy and it thus is quieter.

0:14:15.640 --> 0:14:18.000
<v Speaker 1>It doesn't it doesn't leak out as much because the

0:14:18.040 --> 0:14:22.440
<v Speaker 1>amplitude gets reduced as a result. Uh. So absorption you

0:14:22.520 --> 0:14:26.920
<v Speaker 1>achieve usually through using some sort of insulation material like UM.

0:14:26.960 --> 0:14:29.880
<v Speaker 1>I mean fiberglass is a simple example where you would

0:14:29.920 --> 0:14:32.120
<v Speaker 1>put that in the wall in the in the gap

0:14:32.160 --> 0:14:34.800
<v Speaker 1>between the two sides of the wall, the two pieces

0:14:34.840 --> 0:14:37.200
<v Speaker 1>of drywall. I saw one even saying denim. You can

0:14:37.280 --> 0:14:40.200
<v Speaker 1>use different like fabric type, interial, cotton or something like.

0:14:40.280 --> 0:14:42.800
<v Speaker 1>The important thing is that whatever you use, you cannot

0:14:42.840 --> 0:14:46.600
<v Speaker 1>pack two densely exactly because if it's too dense, that's

0:14:46.640 --> 0:14:48.720
<v Speaker 1>going to transfer sound and you're back to the same

0:14:48.720 --> 0:14:50.720
<v Speaker 1>problem you were it before. And you also want to

0:14:51.280 --> 0:14:53.440
<v Speaker 1>have still have some air gap there too. You don't

0:14:53.480 --> 0:14:58.200
<v Speaker 1>want the material to make contact completely through the gap.

0:14:58.560 --> 0:15:01.080
<v Speaker 1>You would pack kind of half of the gap, a

0:15:01.120 --> 0:15:04.680
<v Speaker 1>little more than half of the gap. Typically with insulating material,

0:15:04.800 --> 0:15:07.720
<v Speaker 1>you leave an air gap, and that really creates a

0:15:07.760 --> 0:15:12.520
<v Speaker 1>great cushion for sound. UM. We'll talk a little bit

0:15:12.560 --> 0:15:15.520
<v Speaker 1>more about how that can go wrong though. Uh. Decoupling

0:15:15.520 --> 0:15:18.960
<v Speaker 1>in particular can make certain things, um a little more difficult.

0:15:18.960 --> 0:15:23.160
<v Speaker 1>There's also damping sound dampening UH, this is where you

0:15:23.320 --> 0:15:26.920
<v Speaker 1>use some sort of material that resists vibration. So like

0:15:27.000 --> 0:15:29.040
<v Speaker 1>the foam we have here, there's some we've got some

0:15:29.160 --> 0:15:31.440
<v Speaker 1>dampening foam in here. But the typically you look at

0:15:31.440 --> 0:15:34.320
<v Speaker 1>a lot of things like adhesives that are used to

0:15:34.520 --> 0:15:37.360
<v Speaker 1>dampen sound. UM. One of the ones I keep hearing

0:15:37.360 --> 0:15:41.360
<v Speaker 1>about over and over is green glue. Green glue is yeah,

0:15:41.400 --> 0:15:46.040
<v Speaker 1>so so it's very popular, particularly apparently in Canada, but

0:15:46.480 --> 0:15:50.760
<v Speaker 1>it's popular along amongst sound proving technicians. It is considered

0:15:50.800 --> 0:15:53.520
<v Speaker 1>to be one of the most effective for the least

0:15:53.560 --> 0:15:57.680
<v Speaker 1>amount of money solutions for sound dampening material But typically

0:15:58.520 --> 0:16:01.080
<v Speaker 1>this would be a layer that would also be part

0:16:01.160 --> 0:16:05.520
<v Speaker 1>of your wall that resists the vibration of sound and

0:16:05.560 --> 0:16:11.040
<v Speaker 1>so it won't transfer sound as well. Um, it's again, uh,

0:16:11.160 --> 0:16:14.640
<v Speaker 1>something that you would apply between two constrained layers. So

0:16:14.680 --> 0:16:16.680
<v Speaker 1>it's not like it's not like you would cope this

0:16:16.800 --> 0:16:19.480
<v Speaker 1>on the interior wall. That would be a bad idea.

0:16:19.680 --> 0:16:22.560
<v Speaker 1>It would be on the the the back side of

0:16:22.600 --> 0:16:25.360
<v Speaker 1>the interior wall. It might even be something you could

0:16:25.440 --> 0:16:28.960
<v Speaker 1>use as an adhesive for other sound dampening materials like

0:16:29.000 --> 0:16:33.520
<v Speaker 1>acoustic phone or tile. And then the last element is

0:16:33.640 --> 0:16:37.120
<v Speaker 1>really the simplest is mass. It's just that heavier things

0:16:37.160 --> 0:16:40.320
<v Speaker 1>are harder to move than lighter things, right, It's just

0:16:40.400 --> 0:16:42.920
<v Speaker 1>the basic idea like if if you had a cart

0:16:43.520 --> 0:16:47.280
<v Speaker 1>filled with concrete blocks, it would be a little heavy

0:16:47.320 --> 0:16:49.040
<v Speaker 1>to push, But if you had that same cart and

0:16:49.040 --> 0:16:51.200
<v Speaker 1>it was filled with feathers, it's easy to push. So

0:16:51.200 --> 0:16:53.560
<v Speaker 1>I've got something for you. He uses all of those

0:16:53.560 --> 0:16:56.960
<v Speaker 1>elements in a pretty perfect example, one of the more

0:16:56.960 --> 0:16:59.680
<v Speaker 1>perfect examples of soundproofing that we can see in the

0:16:59.720 --> 0:17:02.240
<v Speaker 1>real world. Um, I'm not sure. I think Microsoft has

0:17:02.320 --> 0:17:04.720
<v Speaker 1>maybe outdone them at this point. But there is a

0:17:04.760 --> 0:17:08.840
<v Speaker 1>place in Minneapolis, Minnesota called or Field Laboratories and it

0:17:08.880 --> 0:17:12.439
<v Speaker 1>contains um, what was I believe again until recently, the

0:17:12.480 --> 0:17:16.520
<v Speaker 1>world's most silent room. This world record for the most

0:17:16.560 --> 0:17:21.199
<v Speaker 1>silent room. It is ninety nine point nine nine sound absorbent.

0:17:21.720 --> 0:17:24.959
<v Speaker 1>In order to accomplish this, it uses a combination of

0:17:25.680 --> 0:17:29.360
<v Speaker 1>very very very thick, heavy materials. It's got concrete walls,

0:17:29.920 --> 0:17:33.320
<v Speaker 1>steel reinforcement, and then on the inside of the room,

0:17:33.440 --> 0:17:35.840
<v Speaker 1>I'm looking at a picture right now, it has these

0:17:35.880 --> 0:17:39.840
<v Speaker 1>alternating sort of thin looking things. So you've got like

0:17:40.000 --> 0:17:43.440
<v Speaker 1>three and then going from left to right, and then

0:17:43.480 --> 0:17:46.359
<v Speaker 1>three right next to it, going vertically, and they alternate

0:17:46.440 --> 0:17:50.040
<v Speaker 1>throughout every UM panel in this room, UM, and then

0:17:50.119 --> 0:17:52.400
<v Speaker 1>even on the floor. And the what you stand on

0:17:52.600 --> 0:17:55.280
<v Speaker 1>is a metal grate that goes on top of another

0:17:55.440 --> 0:18:01.199
<v Speaker 1>series of these alternating UM little little units. And apparently, UM,

0:18:01.359 --> 0:18:03.959
<v Speaker 1>the longest anyone has been able to stand being in

0:18:03.960 --> 0:18:06.360
<v Speaker 1>this room alone with the lights out of forty five

0:18:06.400 --> 0:18:10.560
<v Speaker 1>minutes because people start to hallucinate right this level of silence.

0:18:10.640 --> 0:18:12.800
<v Speaker 1>I've I've heard such things and it's the sort of thing.

0:18:12.840 --> 0:18:15.199
<v Speaker 1>Every time I hear it, I have the reaction that

0:18:15.240 --> 0:18:19.040
<v Speaker 1>I think people have, which is bet I could go longer,

0:18:19.920 --> 0:18:21.480
<v Speaker 1>and of course I'd probably be in there for like

0:18:21.720 --> 0:18:24.000
<v Speaker 1>three minutes and be convinced I've been in there for

0:18:24.119 --> 0:18:26.879
<v Speaker 1>three hours. Because once you get to a point where

0:18:27.480 --> 0:18:31.439
<v Speaker 1>something that you have taken for granted, you know just

0:18:31.520 --> 0:18:34.639
<v Speaker 1>the ambient sounds that you can hear once that's gone,

0:18:35.240 --> 0:18:39.159
<v Speaker 1>that really does make a big difference. And uh, it

0:18:39.359 --> 0:18:42.840
<v Speaker 1>is a psychologically powerful experience, but I still kind of

0:18:42.880 --> 0:18:45.840
<v Speaker 1>want to do it. Yeah, that's a great way of

0:18:45.840 --> 0:18:48.600
<v Speaker 1>of kind of summing up all of these elements. Now,

0:18:48.880 --> 0:18:51.320
<v Speaker 1>if you want to really sound proof a room, the

0:18:51.359 --> 0:18:53.840
<v Speaker 1>best thing to do is to incorporate as many of

0:18:53.840 --> 0:18:56.920
<v Speaker 1>those as you possibly can, because they're different. Ones are

0:18:56.920 --> 0:19:00.840
<v Speaker 1>good for different parts of that frequency we're talking about,

0:19:01.359 --> 0:19:03.720
<v Speaker 1>So some of them are really good for those mid

0:19:03.800 --> 0:19:05.920
<v Speaker 1>too high range frequencies. Some of them are a little

0:19:05.960 --> 0:19:08.760
<v Speaker 1>better at the low frequencies. So obviously you want to

0:19:08.800 --> 0:19:11.840
<v Speaker 1>have a good combination. Otherwise you're gonna have certain sounds

0:19:11.960 --> 0:19:15.399
<v Speaker 1>come through even if you've perfectly blocked the room for

0:19:15.480 --> 0:19:18.520
<v Speaker 1>other ones, and that can be really frustrated. Literally, a

0:19:18.560 --> 0:19:21.280
<v Speaker 1>cut off or a threshold where if you looked on

0:19:21.320 --> 0:19:25.240
<v Speaker 1>a graph that can show you what frequencies are happening,

0:19:25.400 --> 0:19:29.800
<v Speaker 1>you could literally track Okay, at this frequency, now I

0:19:29.840 --> 0:19:33.359
<v Speaker 1>can hear it. It's that specific usually, so kind of

0:19:33.359 --> 0:19:37.719
<v Speaker 1>going back to to decoupling a little bit, the size

0:19:37.760 --> 0:19:40.199
<v Speaker 1>of the air cavity between the two sides of the

0:19:40.200 --> 0:19:46.000
<v Speaker 1>the coupled wall determines something called the resonant frequency of that.

0:19:46.440 --> 0:19:49.800
<v Speaker 1>So here's the here's one of the problems with decoupling.

0:19:50.640 --> 0:19:54.320
<v Speaker 1>That air cavity ends up acting kind of like a spring, right,

0:19:54.400 --> 0:19:57.000
<v Speaker 1>So springs actually have a resonant frequency, and if you

0:19:57.160 --> 0:20:00.640
<v Speaker 1>end up vibrating something at the resonant frequency, it causes

0:20:00.760 --> 0:20:04.960
<v Speaker 1>that thing to vibrate very, very easily. The big example

0:20:05.000 --> 0:20:07.720
<v Speaker 1>of this that everyone is familiar with is the crystal

0:20:07.760 --> 0:20:11.560
<v Speaker 1>glass the opera singer hitting that note, that's the resonant

0:20:11.600 --> 0:20:13.600
<v Speaker 1>frequency for it. You can actually see the glass to

0:20:13.640 --> 0:20:17.600
<v Speaker 1>form and ultimately break. Now, or even someone that can

0:20:17.640 --> 0:20:19.560
<v Speaker 1>play those glasses where they fill it up with water

0:20:19.640 --> 0:20:22.399
<v Speaker 1>and run their finger around the rim. In order for

0:20:22.440 --> 0:20:24.600
<v Speaker 1>it to start making that tone, it has to reach

0:20:24.680 --> 0:20:29.359
<v Speaker 1>that resonant frequency exactly. Basically self oscillate exactly. So, So

0:20:29.680 --> 0:20:32.399
<v Speaker 1>here's the problem with the decoupled walls is that that

0:20:32.480 --> 0:20:35.639
<v Speaker 1>air gap, because it's acting like a spring, uh and

0:20:35.720 --> 0:20:39.440
<v Speaker 1>because it can resonate if it's not at the proper

0:20:39.720 --> 0:20:43.439
<v Speaker 1>thickness for the air gap, that resonant frequency maybe within

0:20:43.680 --> 0:20:46.400
<v Speaker 1>the range of sounds that you're going to generate either

0:20:46.440 --> 0:20:49.080
<v Speaker 1>inside or outside the room, within the range of human hearing,

0:20:49.119 --> 0:20:52.240
<v Speaker 1>which means they're going to impact that sound proving it

0:20:52.680 --> 0:20:56.439
<v Speaker 1>if something actually is played at that frequency, it'll go

0:20:56.560 --> 0:20:58.520
<v Speaker 1>not only will it go through the wall, it'll go

0:20:58.560 --> 0:21:01.200
<v Speaker 1>through the wall more easily than it would have if

0:21:01.280 --> 0:21:06.359
<v Speaker 1>you hadn't decoupled the wall because that resonance. Uh So,

0:21:06.640 --> 0:21:08.280
<v Speaker 1>that is one of the things you actually have to

0:21:08.320 --> 0:21:11.280
<v Speaker 1>take into account. And one of the solutions to that

0:21:11.480 --> 0:21:14.879
<v Speaker 1>is don't make it too thin of an air gap.

0:21:15.440 --> 0:21:20.480
<v Speaker 1>Um So, another way of experimenting this with this yourself,

0:21:20.800 --> 0:21:23.840
<v Speaker 1>if you want to just have some fun, and by fun,

0:21:23.920 --> 0:21:27.280
<v Speaker 1>I mean, like you know, Mr Wizard style fun. You

0:21:27.320 --> 0:21:29.680
<v Speaker 1>get a bottle and you know if you blow across

0:21:29.840 --> 0:21:33.640
<v Speaker 1>the the opening of the bottle, it produces a tone. Well,

0:21:33.680 --> 0:21:36.240
<v Speaker 1>it doesn't matter how hard you blow, it's always going

0:21:36.280 --> 0:21:39.280
<v Speaker 1>to play that one tone. But if you add water

0:21:39.359 --> 0:21:42.040
<v Speaker 1>to the bottle, you have decreased the volume of air

0:21:42.359 --> 0:21:44.520
<v Speaker 1>the bottle can hold, and that changes the tone. Again.

0:21:44.600 --> 0:21:47.240
<v Speaker 1>Back to the glasses, they could have, you know, the

0:21:47.320 --> 0:21:50.760
<v Speaker 1>same size glasses, but they generate different tones from each

0:21:50.800 --> 0:21:53.920
<v Speaker 1>one by putting a different amount of water in each. Right,

0:21:53.960 --> 0:21:55.879
<v Speaker 1>it's not just the size of the glass, but how

0:21:55.960 --> 0:21:58.800
<v Speaker 1>much liquid is in the glass. So what you would

0:21:58.800 --> 0:22:02.840
<v Speaker 1>love like to do is make sure that your soundproofing

0:22:03.440 --> 0:22:06.200
<v Speaker 1>UM technique was going to take care of those maybe

0:22:06.280 --> 0:22:11.440
<v Speaker 1>mid too high range uh frequencies and then make sure

0:22:11.480 --> 0:22:13.919
<v Speaker 1>that the air gap would push, would resonate at one

0:22:13.960 --> 0:22:16.600
<v Speaker 1>of those frequencies, so that the other elements of your

0:22:16.600 --> 0:22:19.920
<v Speaker 1>soundproofing take care of it and it doesn't pass through.

0:22:20.160 --> 0:22:23.560
<v Speaker 1>If your resonant frequency is too low and you didn't

0:22:23.560 --> 0:22:25.760
<v Speaker 1>really protect against that, it's going to pass right on

0:22:25.800 --> 0:22:30.160
<v Speaker 1>in UH. So. There's also something called the triple leaf effect.

0:22:30.720 --> 0:22:32.840
<v Speaker 1>And I had to look this up in a couple

0:22:32.840 --> 0:22:34.760
<v Speaker 1>of different locations to find out what the triple leaf

0:22:34.760 --> 0:22:37.119
<v Speaker 1>effect is because I don't know if you know this, Knuel.

0:22:37.720 --> 0:22:42.200
<v Speaker 1>I haven't built any houses recently. So the triple leaf

0:22:42.200 --> 0:22:46.000
<v Speaker 1>effect is all about a construction of a wall like

0:22:46.040 --> 0:22:49.280
<v Speaker 1>a drywall, and they refer to each sheet of drywall

0:22:49.400 --> 0:22:52.960
<v Speaker 1>as a leaf. So you've got the interior wall that

0:22:53.119 --> 0:22:55.760
<v Speaker 1>is one leaf. You've got the exterior wall. There's a

0:22:55.800 --> 0:22:58.639
<v Speaker 1>second leaf. In a triple leaf approach, you actually have

0:22:58.680 --> 0:23:02.160
<v Speaker 1>a third sheet of dry wall that's in between the two.

0:23:02.200 --> 0:23:07.720
<v Speaker 1>It's inside the wall. It's further compartmentalizing it essentially, right

0:23:07.800 --> 0:23:10.680
<v Speaker 1>and uh. And you might do this and think, oh, well,

0:23:10.720 --> 0:23:13.480
<v Speaker 1>that's going to end up protecting against sound even better.

0:23:14.520 --> 0:23:17.880
<v Speaker 1>Not necessarily, um, it actually can cause a problem because

0:23:17.880 --> 0:23:22.200
<v Speaker 1>it can create if the air cavity between the middle

0:23:22.280 --> 0:23:25.399
<v Speaker 1>leaf and one side is too small, it can create

0:23:25.440 --> 0:23:28.159
<v Speaker 1>those resonance problems. So people actually referred to as the

0:23:28.200 --> 0:23:31.080
<v Speaker 1>triple leaf problem. So this is not necessarily a technique

0:23:31.119 --> 0:23:34.280
<v Speaker 1>you want to go for. This is describing a problem. Yeah. Yeah,

0:23:34.400 --> 0:23:36.800
<v Speaker 1>So there are some proof technicians who say, if you

0:23:36.840 --> 0:23:40.560
<v Speaker 1>have a triple leaf wall and you're having these resonant issues,

0:23:40.840 --> 0:23:44.080
<v Speaker 1>the the solution is actually to tear open the wall.

0:23:44.680 --> 0:23:48.960
<v Speaker 1>Remove that triple leaf, that third sheet of drywall, the

0:23:48.960 --> 0:23:51.400
<v Speaker 1>one that's in between the other two. Take that out,

0:23:51.840 --> 0:23:54.479
<v Speaker 1>and then it will create a thicker air gap between

0:23:54.520 --> 0:23:57.879
<v Speaker 1>the two sides, and that will end up changing the

0:23:57.920 --> 0:23:59.840
<v Speaker 1>resonance problem. I because I could see that, I mean,

0:24:00.000 --> 0:24:03.840
<v Speaker 1>does introduce more of a variable into the equation and

0:24:03.880 --> 0:24:06.160
<v Speaker 1>as opposed to just having to having a third one,

0:24:06.200 --> 0:24:08.760
<v Speaker 1>there there is more ways the sound could potentially bounce

0:24:08.760 --> 0:24:12.520
<v Speaker 1>around or catch that resident frequency right And you know, um,

0:24:12.600 --> 0:24:14.199
<v Speaker 1>we talked a little bit about echo and about how

0:24:14.280 --> 0:24:16.280
<v Speaker 1>sound can bounce off of hard services that we talk

0:24:16.320 --> 0:24:18.600
<v Speaker 1>about the bunny Men. No, we didn't talk about the

0:24:18.600 --> 0:24:20.399
<v Speaker 1>bunny Man. You know they're playing in Atlanta soon? Are

0:24:20.400 --> 0:24:23.000
<v Speaker 1>they really? Wow that? I would much prefer to see

0:24:23.000 --> 0:24:26.120
<v Speaker 1>them than insane clown posse you're already missed insane clown

0:24:26.240 --> 0:24:29.440
<v Speaker 1>Know they played earlier this week, yesterday before day before yesterday. Yeah,

0:24:29.440 --> 0:24:31.240
<v Speaker 1>I actually wanted to invite them over so we could

0:24:31.240 --> 0:24:34.520
<v Speaker 1>explain how magnets work. But that's that's neither here nor there.

0:24:34.560 --> 0:24:36.879
<v Speaker 1>No no in their heart, I hope so well, you

0:24:36.920 --> 0:24:39.520
<v Speaker 1>know they made a whole video about it. But the

0:24:40.160 --> 0:24:43.440
<v Speaker 1>echoes can be an issue obviously in recording studios, things

0:24:43.480 --> 0:24:45.840
<v Speaker 1>like that. You don't want there to be if there's

0:24:45.840 --> 0:24:48.040
<v Speaker 1>gonna be any echo, you wanted to be there on purpose,

0:24:48.119 --> 0:24:50.399
<v Speaker 1>not because of just that's the way the room was

0:24:50.440 --> 0:24:53.239
<v Speaker 1>built same here for our studio. We don't want too

0:24:53.320 --> 0:24:55.640
<v Speaker 1>much echo here, and we are in a building that's

0:24:55.680 --> 0:24:59.760
<v Speaker 1>made out of concrete. Now that in some ways that's

0:24:59.760 --> 0:25:03.760
<v Speaker 1>good because it helps dampen sound from other areas. Unless

0:25:03.800 --> 0:25:07.040
<v Speaker 1>something is making direct contact with the concrete, then we

0:25:07.080 --> 0:25:10.919
<v Speaker 1>can all hear it everywhere. Like whenever there's construction going on,

0:25:11.000 --> 0:25:13.439
<v Speaker 1>you can hear it move through the concrete columns and

0:25:13.480 --> 0:25:18.879
<v Speaker 1>floors and ceiling. It is disturbing their we play the

0:25:18.920 --> 0:25:23.600
<v Speaker 1>game what construction equipment? Do you think that is? Sometimes

0:25:23.640 --> 0:25:26.280
<v Speaker 1>you just don't know because the sound can mutate based

0:25:26.320 --> 0:25:29.480
<v Speaker 1>on what it's vibrating to, you know, right, it might

0:25:29.520 --> 0:25:33.000
<v Speaker 1>be a little drill that's vibrating a giant piece of metal,

0:25:33.200 --> 0:25:35.200
<v Speaker 1>and then that's vibrating something else, and by the time

0:25:35.200 --> 0:25:37.080
<v Speaker 1>it gets to us, it sounds like there's a giant

0:25:37.320 --> 0:25:39.679
<v Speaker 1>playing hop scotch ups there. Yeah, it could be a

0:25:39.720 --> 0:25:44.280
<v Speaker 1>little distracting. Fortunately, most of the spaces in in the

0:25:44.320 --> 0:25:46.320
<v Speaker 1>building where in now have been built out because when

0:25:46.359 --> 0:25:48.840
<v Speaker 1>we moved into this building, we were one of the

0:25:48.880 --> 0:25:52.080
<v Speaker 1>first offices here. Yeah, and that just meant that we

0:25:52.080 --> 0:25:56.280
<v Speaker 1>had construction noises pretty much consistently throughout the whole experience,

0:25:56.640 --> 0:26:02.320
<v Speaker 1>so that is been reduced dramatically over time. But one

0:26:02.359 --> 0:26:04.000
<v Speaker 1>of the other things is that you know, we when

0:26:04.040 --> 0:26:05.800
<v Speaker 1>since we have all this concrete, we have to figure

0:26:05.800 --> 0:26:08.439
<v Speaker 1>out how to eliminate that echo. And the way you

0:26:08.480 --> 0:26:11.480
<v Speaker 1>do that is typically by putting softer material on top

0:26:11.520 --> 0:26:14.920
<v Speaker 1>of the harder material and that that again dampens the echo.

0:26:15.400 --> 0:26:17.959
<v Speaker 1>So uh, you know, if you if you have a castle,

0:26:18.600 --> 0:26:21.600
<v Speaker 1>you probably are hanging tapestries for a couple of reasons. One,

0:26:21.640 --> 0:26:24.560
<v Speaker 1>it acts like an insulator so you don't lose as

0:26:24.640 --> 0:26:27.920
<v Speaker 1>much heat in those cold winters. And do when you're

0:26:27.920 --> 0:26:31.960
<v Speaker 1>screaming at your servants because your food isn't on the

0:26:32.000 --> 0:26:35.800
<v Speaker 1>table when the bad guys are attacking your castle. Yeah,

0:26:35.840 --> 0:26:37.679
<v Speaker 1>you want you don't want that to echo throughout the

0:26:37.720 --> 0:26:40.160
<v Speaker 1>castle unless you're a villain. And when when I'm decorating

0:26:40.200 --> 0:26:42.440
<v Speaker 1>my castle, I tend to go with tapestry. I do.

0:26:42.520 --> 0:26:47.080
<v Speaker 1>I do too. I'm I'm tapestry heavy when I do that. Um,

0:26:47.119 --> 0:26:49.400
<v Speaker 1>but it's it's so sore of stuff You can do

0:26:49.520 --> 0:26:53.320
<v Speaker 1>inside like a home studio too. You can hang uh fabric,

0:26:53.680 --> 0:26:56.719
<v Speaker 1>heavy fabric to help kind of like a theater style

0:26:57.000 --> 0:27:00.520
<v Speaker 1>curtain is excellent. Not only because of its of what it's,

0:27:00.560 --> 0:27:03.320
<v Speaker 1>the denseness of it. It bunches up like so you

0:27:03.320 --> 0:27:05.920
<v Speaker 1>can kind of squeeze it together where it creates these

0:27:06.000 --> 0:27:08.720
<v Speaker 1>natural kind of ripples which not only absorbed the sound,

0:27:08.800 --> 0:27:10.280
<v Speaker 1>they sort of diffuse it a little bit in the

0:27:10.320 --> 0:27:13.320
<v Speaker 1>same way what I was describing with that World's Quietest Room.

0:27:13.600 --> 0:27:17.840
<v Speaker 1>These alternating patterns of material that have little spaces in

0:27:17.840 --> 0:27:20.640
<v Speaker 1>between them, they act as a diffuser for the sounds. Right.

0:27:20.720 --> 0:27:23.240
<v Speaker 1>And there's there's one other thing that we can talk about,

0:27:23.359 --> 0:27:26.920
<v Speaker 1>or i'll briefly mention, which is sound cancelation. That's a

0:27:26.920 --> 0:27:30.680
<v Speaker 1>little different from soundproofing. Actually in a way, it's the

0:27:30.720 --> 0:27:34.119
<v Speaker 1>opposite because you actually have to create sound with sound cancelation.

0:27:34.160 --> 0:27:36.480
<v Speaker 1>The way sound cancelation works is if you were to

0:27:36.520 --> 0:27:40.160
<v Speaker 1>look at that that graphic representation of a sound wave,

0:27:40.359 --> 0:27:42.520
<v Speaker 1>Let's say it's a steady tone, because that's the easiest

0:27:42.560 --> 0:27:44.680
<v Speaker 1>way to imagine it. So it's a stay tone it

0:27:44.920 --> 0:27:47.440
<v Speaker 1>I don't know, three hurts, and you're looking at a

0:27:47.480 --> 0:27:50.280
<v Speaker 1>three hundred hurts sign wave, and you see where the

0:27:50.320 --> 0:27:53.520
<v Speaker 1>peaks and troughs are. If you were to create a

0:27:54.880 --> 0:27:58.920
<v Speaker 1>a complementary sign wave where it is out of phase,

0:27:59.119 --> 0:28:02.480
<v Speaker 1>so the peaks and troughs match up with the troughs

0:28:02.480 --> 0:28:06.119
<v Speaker 1>and peaks, then they cancel each other out. That's the

0:28:06.200 --> 0:28:08.480
<v Speaker 1>crazy thing about sound, because you typically think if you

0:28:08.560 --> 0:28:11.040
<v Speaker 1>add more sound to sound, it just gets louder. Like

0:28:11.080 --> 0:28:13.040
<v Speaker 1>if you've ever been in a restaurant that has lots

0:28:13.040 --> 0:28:15.840
<v Speaker 1>of hard surfaces, it becomes really difficult to have a

0:28:15.840 --> 0:28:19.040
<v Speaker 1>conversation if it's a busy night because everyone everyone starts

0:28:19.040 --> 0:28:22.280
<v Speaker 1>to talk over everyone else and it just kind of echoes. Well,

0:28:22.840 --> 0:28:24.920
<v Speaker 1>it turns out that if you do add sound to sound,

0:28:24.920 --> 0:28:27.520
<v Speaker 1>but you make sure it's out of phase, it cancels

0:28:27.560 --> 0:28:30.239
<v Speaker 1>it and then it's as if there's no sound at all.

0:28:30.400 --> 0:28:34.399
<v Speaker 1>That's what noise canceling headphones do. They create a sound,

0:28:34.600 --> 0:28:38.920
<v Speaker 1>they detect the incoming sound waves, they create complimentary sound

0:28:38.920 --> 0:28:42.120
<v Speaker 1>waves that phase that out, and then you get silence

0:28:42.280 --> 0:28:44.960
<v Speaker 1>as a result. So an example of that phenomenon that

0:28:45.040 --> 0:28:47.480
<v Speaker 1>you don't want that actually has to be corrected. If

0:28:47.480 --> 0:28:49.800
<v Speaker 1>you're in a recording studio. Let's say you're recording an

0:28:49.800 --> 0:28:52.360
<v Speaker 1>acoustic guitar and you want to mike it in two places,

0:28:52.520 --> 0:28:55.640
<v Speaker 1>so you might put a mic on the soundhole of

0:28:55.680 --> 0:28:57.200
<v Speaker 1>the acoustic guitar that you might want to put a

0:28:57.280 --> 0:28:59.840
<v Speaker 1>mike a little further up on the next somewhere. If

0:29:00.040 --> 0:29:03.960
<v Speaker 1>those mike, since they're recording the same signal essentially, but

0:29:04.080 --> 0:29:08.120
<v Speaker 1>they're spaced apart, there is the potential for phase issues

0:29:08.520 --> 0:29:11.160
<v Speaker 1>between those two mics. So while it's not going to

0:29:11.160 --> 0:29:15.239
<v Speaker 1>get straight up cancel out the sound, it's going to

0:29:15.360 --> 0:29:17.480
<v Speaker 1>change the quality of the sound in a way that

0:29:17.520 --> 0:29:19.960
<v Speaker 1>you might not like. It might make it tinier, or

0:29:20.000 --> 0:29:22.920
<v Speaker 1>it might give it almost like one of those phaser

0:29:23.160 --> 0:29:25.800
<v Speaker 1>kind of a jet engine psychedelic guitar type sound. You know,

0:29:28.560 --> 0:29:30.720
<v Speaker 1>you know where it's filtered through that sound. Um, So

0:29:30.760 --> 0:29:33.360
<v Speaker 1>what you have to do is you can you can

0:29:33.360 --> 0:29:36.440
<v Speaker 1>correct this after the fact, but there are devices that

0:29:36.520 --> 0:29:39.760
<v Speaker 1>you actually can test the phase at the point you're

0:29:39.760 --> 0:29:43.920
<v Speaker 1>recording and then space the mics apart accordingly, And there's

0:29:43.960 --> 0:29:46.960
<v Speaker 1>even ways to adjust the phase using these devices. So

0:29:47.040 --> 0:29:49.880
<v Speaker 1>it's interesting how you're describing as sort of a practical

0:29:50.040 --> 0:29:52.720
<v Speaker 1>use of this phenomenon. And then there are also versions

0:29:52.720 --> 0:29:54.640
<v Speaker 1>of that happened in a recording situation that you actually

0:29:54.640 --> 0:29:58.440
<v Speaker 1>have to be careful you have to correct for. Yeah,

0:29:58.480 --> 0:30:01.960
<v Speaker 1>So for for soundproofing, there are a couple of different

0:30:02.640 --> 0:30:07.239
<v Speaker 1>UH measuring systems to determine how soundproofed a room is,

0:30:07.680 --> 0:30:09.920
<v Speaker 1>and they may or may not be useful to you

0:30:10.080 --> 0:30:11.920
<v Speaker 1>if you are trying to do something like create a

0:30:11.960 --> 0:30:16.200
<v Speaker 1>recording studio. So, for example, in the United States, we

0:30:16.280 --> 0:30:20.440
<v Speaker 1>typically use something called the sound transmission class to explain

0:30:20.520 --> 0:30:24.480
<v Speaker 1>how soundproofed a room is, and that's really a measurement

0:30:24.520 --> 0:30:27.680
<v Speaker 1>of how well sound within the ranges of human voices

0:30:27.880 --> 0:30:33.320
<v Speaker 1>travels through walls. So sounds outside of those frequencies, it

0:30:33.600 --> 0:30:36.920
<v Speaker 1>sound transmission class isn't concerned with them, because it's really

0:30:36.960 --> 0:30:40.400
<v Speaker 1>more about building walls so that sound doesn't pass or

0:30:40.560 --> 0:30:43.280
<v Speaker 1>walls and floors and ceilings, not just walls, but all

0:30:43.280 --> 0:30:45.520
<v Speaker 1>the all the surfaces so that sound does not pass

0:30:45.600 --> 0:30:48.600
<v Speaker 1>easily through one UH and into another. This would be

0:30:48.640 --> 0:30:51.600
<v Speaker 1>like what hotels would be really concerned with, or people

0:30:51.600 --> 0:30:54.720
<v Speaker 1>who are building homes. UM that range, by the way,

0:30:54.760 --> 0:30:58.600
<v Speaker 1>is about hurts to four thousand hurts or four killer hurts.

0:30:59.240 --> 0:31:02.200
<v Speaker 1>That's the that's the typical range of frequencies of the

0:31:02.240 --> 0:31:05.560
<v Speaker 1>human voice. So that's really what sound transmission class is

0:31:05.720 --> 0:31:10.080
<v Speaker 1>concerned with. And it's designated by a number, and in general,

0:31:10.120 --> 0:31:13.360
<v Speaker 1>the higher the number, the better the quality of soundproofing is.

0:31:13.720 --> 0:31:16.200
<v Speaker 1>So if you were in a room that has like

0:31:16.240 --> 0:31:19.080
<v Speaker 1>a really kind of lousy dry wall partition, it doesn't

0:31:19.160 --> 0:31:21.120
<v Speaker 1>have a whole lot of you know, like it doesn't

0:31:21.160 --> 0:31:24.880
<v Speaker 1>have that that absorption installation or anything like that. Uh,

0:31:24.960 --> 0:31:27.640
<v Speaker 1>the number might be somewhere around twenty. But let's say

0:31:27.640 --> 0:31:31.240
<v Speaker 1>you're in a high end hotel that has taken great

0:31:31.240 --> 0:31:35.640
<v Speaker 1>pains to create decoupled walls with good absorption insulation some

0:31:36.080 --> 0:31:38.880
<v Speaker 1>maybe some dampening material in there too, that might be

0:31:38.960 --> 0:31:42.640
<v Speaker 1>closer to sixty. And so the higher number designates it's

0:31:42.680 --> 0:31:45.920
<v Speaker 1>more sound proofed than the other one. But again for

0:31:46.080 --> 0:31:48.959
<v Speaker 1>that given range of frequencies. The stuff outside of that

0:31:49.120 --> 0:31:53.920
<v Speaker 1>maybe not so much. Outside the United States, people tend

0:31:54.000 --> 0:31:58.560
<v Speaker 1>to use was called the sound reduction index. Uh, it's

0:31:58.600 --> 0:32:00.720
<v Speaker 1>it's the s r I. So that rating tells you

0:32:00.760 --> 0:32:05.200
<v Speaker 1>how many decibels in reduction the material will provide. So

0:32:05.440 --> 0:32:08.640
<v Speaker 1>if a sound is a certain amplitude, a certain amount

0:32:08.640 --> 0:32:11.120
<v Speaker 1>of decibels, which by the way, is not a not

0:32:11.280 --> 0:32:14.960
<v Speaker 1>a it's a logarithmic scale, so it's pretty complicated, but

0:32:15.520 --> 0:32:17.960
<v Speaker 1>it will tell you how many decibels it will reduce.

0:32:18.080 --> 0:32:21.360
<v Speaker 1>A sound that is generated from one space and into

0:32:21.400 --> 0:32:26.640
<v Speaker 1>an adjoining space. UM. It's depending also upon frequencies because

0:32:26.840 --> 0:32:29.680
<v Speaker 1>some are designed to it's it's something that's specifically designed

0:32:29.680 --> 0:32:31.800
<v Speaker 1>to cut out those mid to high range frequencies, but

0:32:31.920 --> 0:32:35.320
<v Speaker 1>it won't necessarily uh like that material won't necessarily cut

0:32:35.320 --> 0:32:37.280
<v Speaker 1>out low frequencies. So if you get this s r

0:32:37.360 --> 0:32:39.959
<v Speaker 1>I number, you have to also ask, well, what what

0:32:40.040 --> 0:32:42.520
<v Speaker 1>range of frequencies is that for? Because it's not a

0:32:42.520 --> 0:32:45.360
<v Speaker 1>blanket statement. It's not saying that any sound at any

0:32:45.400 --> 0:32:48.680
<v Speaker 1>decibel will be reduced this amount. Then you finally have

0:32:49.160 --> 0:32:53.360
<v Speaker 1>noise reduction coefficient. Uh. So this tells you how much

0:32:53.520 --> 0:32:58.120
<v Speaker 1>sound of material can absorb versus reflect UM. It's it's

0:32:58.120 --> 0:33:01.360
<v Speaker 1>expressed as a percentage, So really the percentage that you're

0:33:01.360 --> 0:33:04.400
<v Speaker 1>looking at is the percentage of sound absorbed by that material.

0:33:04.960 --> 0:33:07.640
<v Speaker 1>A carpet with a rubber underlay might have a point

0:33:07.880 --> 0:33:12.080
<v Speaker 1>for rating. For example, that means it would absorb of

0:33:12.120 --> 0:33:16.160
<v Speaker 1>the sound that hits it reflecting back. UM Like a

0:33:16.200 --> 0:33:19.320
<v Speaker 1>hard concrete wall might be a point oh five, meaning

0:33:19.320 --> 0:33:22.000
<v Speaker 1>it absorbs only five percent of the sound that hits

0:33:22.000 --> 0:33:26.680
<v Speaker 1>it and gets reflected back. So uh those are those

0:33:26.680 --> 0:33:29.200
<v Speaker 1>are how you would you know that's like the metrics

0:33:29.240 --> 0:33:32.520
<v Speaker 1>you would use. You would use actual instrumentation to detect

0:33:33.000 --> 0:33:35.840
<v Speaker 1>how the sound is reverberating in the room. And you

0:33:35.840 --> 0:33:39.240
<v Speaker 1>would you know, obviously use things like microphones and stuff

0:33:39.320 --> 0:33:41.840
<v Speaker 1>outside of a room to detect if there's any sound

0:33:41.880 --> 0:33:43.920
<v Speaker 1>leaking out. There are also some things you gotta take

0:33:43.960 --> 0:33:48.440
<v Speaker 1>into account, um, some natural weak spots. If the room

0:33:48.480 --> 0:33:52.320
<v Speaker 1>has a vent in it, which you kind of hope

0:33:52.320 --> 0:33:55.880
<v Speaker 1>it will because otherwise things get real stuffy, real fast. Uh,

0:33:55.920 --> 0:33:58.960
<v Speaker 1>the vent also may need to be treated. Ideally the

0:33:59.000 --> 0:34:02.120
<v Speaker 1>vent will be treated with some of this material to

0:34:02.360 --> 0:34:05.680
<v Speaker 1>dampen some of the sound. Otherwise it's just a conduit

0:34:05.760 --> 0:34:08.120
<v Speaker 1>for sound to travel through. Yeah. So the room we're

0:34:08.120 --> 0:34:10.680
<v Speaker 1>recording in right now, it was built out for us

0:34:10.760 --> 0:34:13.439
<v Speaker 1>with some of these specs in mind. Um. We chose

0:34:13.480 --> 0:34:15.799
<v Speaker 1>the material based on the rating and we went with

0:34:15.840 --> 0:34:18.840
<v Speaker 1>obviously a higher number UM. And then this glass window

0:34:18.840 --> 0:34:21.719
<v Speaker 1>that I was telling about earlier that's specifically designed for

0:34:21.760 --> 0:34:24.520
<v Speaker 1>a studiotype environment, and what we have on the walls

0:34:24.520 --> 0:34:27.160
<v Speaker 1>in here are similar to the layout of that World's

0:34:27.200 --> 0:34:30.319
<v Speaker 1>Quiet room most talking about, except these are acoustic tiles

0:34:30.360 --> 0:34:32.680
<v Speaker 1>that are made up of their squares and they're made

0:34:32.760 --> 0:34:36.640
<v Speaker 1>up of strips in a single direction, but the panels

0:34:36.719 --> 0:34:39.560
<v Speaker 1>are alternating, so we have one where they're facing up

0:34:39.560 --> 0:34:41.520
<v Speaker 1>and down, the one next to it they're going left

0:34:41.520 --> 0:34:43.920
<v Speaker 1>to right, etcetera. And they altered it and that helps

0:34:43.960 --> 0:34:46.400
<v Speaker 1>break up the sound and um, you know, make it

0:34:46.440 --> 0:34:50.560
<v Speaker 1>a more uh dampened sound within the room and keep

0:34:50.600 --> 0:34:53.360
<v Speaker 1>the sound from escaping as well. But we actually do

0:34:53.480 --> 0:34:56.160
<v Speaker 1>have event in this room and it's not particularly well treated.

0:34:56.440 --> 0:34:58.560
<v Speaker 1>So what I actually end up having to do is

0:34:58.680 --> 0:35:03.080
<v Speaker 1>use a very nifty bundle of software to take a

0:35:03.480 --> 0:35:06.239
<v Speaker 1>print of the room tone, so you can there's a

0:35:06.239 --> 0:35:09.080
<v Speaker 1>base level where Jonathan and I were quiet right now,

0:35:09.120 --> 0:35:12.319
<v Speaker 1>you probably and we sent this out. Without running this process,

0:35:12.360 --> 0:35:16.560
<v Speaker 1>you would hear that base level room tone, air conditioning sound, whatever.

0:35:16.880 --> 0:35:20.080
<v Speaker 1>So what I can do with the software is analyze

0:35:20.360 --> 0:35:22.680
<v Speaker 1>thirty seconds a minute, the longer the better of that

0:35:22.760 --> 0:35:26.440
<v Speaker 1>baseline sound than the computer analyzes that, and then I

0:35:26.480 --> 0:35:30.439
<v Speaker 1>apply it to the whole audio file and it gets

0:35:30.520 --> 0:35:32.839
<v Speaker 1>rid of it and no artifacting at all. Like when

0:35:32.840 --> 0:35:34.920
<v Speaker 1>I want to say artifacting, I mean there's no digital

0:35:35.719 --> 0:35:38.239
<v Speaker 1>debris leftover where you can hear, Oh, there here's the

0:35:38.560 --> 0:35:41.560
<v Speaker 1>sound of the effect working. It's completely transparent and this

0:35:41.680 --> 0:35:44.879
<v Speaker 1>sweet software is about two thousand dollars, so right, they're

0:35:44.880 --> 0:35:46.720
<v Speaker 1>a really good job. There are a lot of software

0:35:46.760 --> 0:35:49.840
<v Speaker 1>packages out there that that attempt to do something similar

0:35:49.880 --> 0:35:53.320
<v Speaker 1>to that, like a Audacity has the noise Removal tool,

0:35:53.360 --> 0:35:55.680
<v Speaker 1>which is a very similar thing. It's looking at specific

0:35:55.719 --> 0:35:58.840
<v Speaker 1>frequencies and then it looks through the entire track or

0:35:58.960 --> 0:36:02.160
<v Speaker 1>those frequencies to remove those. Problem is, of course, that

0:36:02.239 --> 0:36:04.000
<v Speaker 1>if you have other stuff laid on top of it,

0:36:04.760 --> 0:36:08.560
<v Speaker 1>Audacity doesn't necessarily it's not necessarily able to go in

0:36:08.600 --> 0:36:11.360
<v Speaker 1>and remove just the stuff that you want removed and

0:36:11.440 --> 0:36:15.040
<v Speaker 1>leave everything else untouched. So uh well, my experience with

0:36:15.160 --> 0:36:18.080
<v Speaker 1>things like this as has always been now it doesn't work.

0:36:18.280 --> 0:36:20.680
<v Speaker 1>You can always tell, you can always hear it kicking

0:36:20.719 --> 0:36:23.000
<v Speaker 1>in or whatever. But just in case anyone's interested in,

0:36:23.000 --> 0:36:25.359
<v Speaker 1>the software I'm talking about is by a company called Isotope,

0:36:25.360 --> 0:36:27.920
<v Speaker 1>and it's a package called r X Advance, and it's

0:36:27.960 --> 0:36:31.399
<v Speaker 1>a suite that has multiple um little modules that can

0:36:31.400 --> 0:36:33.319
<v Speaker 1>do different things like let's say you're picking up a

0:36:33.440 --> 0:36:35.880
<v Speaker 1>hum or some kind of radio interference. It can is

0:36:35.920 --> 0:36:38.120
<v Speaker 1>isolate things like that. But the one I always used

0:36:38.120 --> 0:36:40.959
<v Speaker 1>to give to that air conditioning noise is it's called

0:36:41.000 --> 0:36:44.439
<v Speaker 1>de nois er and it's it's it's fantastic cool. And

0:36:44.480 --> 0:36:46.200
<v Speaker 1>the other thing that you have to worry about besides

0:36:46.239 --> 0:36:48.400
<v Speaker 1>the vents are obviously doors. You want to have. Make

0:36:48.440 --> 0:36:50.840
<v Speaker 1>sure that your doors have proper ceiling all around it.

0:36:50.960 --> 0:36:54.200
<v Speaker 1>Ceiling S, S, E A L. That kind of seal. Yeah,

0:36:54.239 --> 0:36:56.640
<v Speaker 1>Like in a recording studio control room, you might see

0:36:56.640 --> 0:37:01.080
<v Speaker 1>a door that has a heavy rubber um strip on

0:37:01.120 --> 0:37:03.239
<v Speaker 1>the bottom of it that when you close it, it

0:37:03.480 --> 0:37:06.200
<v Speaker 1>literally makes a seal between the door jam and the

0:37:06.200 --> 0:37:08.880
<v Speaker 1>bottom of the door, so it's air tight, yeah, because

0:37:08.880 --> 0:37:12.279
<v Speaker 1>otherwise sound will just travel underneath right underneath it. Yeah,

0:37:12.320 --> 0:37:14.359
<v Speaker 1>the gap. You've done all this other work and then

0:37:14.400 --> 0:37:15.920
<v Speaker 1>you have a gap in the bottom of your door,

0:37:16.560 --> 0:37:18.719
<v Speaker 1>you might as well have done nothing right. It's it's

0:37:18.760 --> 0:37:21.399
<v Speaker 1>not gonna it's not gonna give you the results you want.

0:37:21.480 --> 0:37:23.839
<v Speaker 1>So no, you know, we were talking before we start

0:37:23.920 --> 0:37:28.720
<v Speaker 1>recording that, you know, the the concept of making sure

0:37:28.920 --> 0:37:32.640
<v Speaker 1>the sound within a room sounds right, and this goes

0:37:32.640 --> 0:37:35.480
<v Speaker 1>beyond soundproofing, but it was also part of of the

0:37:35.560 --> 0:37:39.640
<v Speaker 1>question sent into us. So walk us through kind of

0:37:39.680 --> 0:37:42.840
<v Speaker 1>the process. If you were setting up, say a recording

0:37:42.840 --> 0:37:45.799
<v Speaker 1>studio for music that would be obviously you would want

0:37:45.840 --> 0:37:49.400
<v Speaker 1>to make sure that everything is just right to capture

0:37:49.960 --> 0:37:53.239
<v Speaker 1>the music as the artist intended. You know, you might

0:37:53.280 --> 0:37:55.799
<v Speaker 1>do some alteration on it on the back end, but

0:37:55.880 --> 0:37:58.920
<v Speaker 1>you want it captured as pure as possible at the

0:37:58.960 --> 0:38:04.000
<v Speaker 1>recording session. Yeah. This this goes into kind of recording philosophy.

0:38:04.080 --> 0:38:06.600
<v Speaker 1>In some ways. Some people might want more of a

0:38:06.680 --> 0:38:10.120
<v Speaker 1>live room that has some character, some nice acoustics or

0:38:10.160 --> 0:38:12.880
<v Speaker 1>something like that. And for certain things, like say recording

0:38:12.880 --> 0:38:15.520
<v Speaker 1>a vocal, you might want a room with as little

0:38:15.680 --> 0:38:19.120
<v Speaker 1>character as possible. So you're just getting the quality of

0:38:19.120 --> 0:38:23.000
<v Speaker 1>that voice through that really nice microphone and microphone preamplifier,

0:38:23.040 --> 0:38:24.680
<v Speaker 1>which is what you plug a microphone in that kind

0:38:24.680 --> 0:38:28.319
<v Speaker 1>of boost that signal and makes it audible and makes

0:38:28.320 --> 0:38:29.960
<v Speaker 1>it at a level that can then be recorded into

0:38:29.960 --> 0:38:33.000
<v Speaker 1>the computer or tape machine or what have you. Um.

0:38:33.160 --> 0:38:34.960
<v Speaker 1>So that's one way of looking at it. Like for

0:38:35.200 --> 0:38:41.239
<v Speaker 1>a quiet room, like a completely dead sound booth, let's say, Um,

0:38:41.520 --> 0:38:44.400
<v Speaker 1>then you might have different little tricks you can do.

0:38:44.440 --> 0:38:46.680
<v Speaker 1>Like so at a drum room, for example, there are

0:38:46.680 --> 0:38:50.000
<v Speaker 1>ways you can use panels of wood on the floor.

0:38:50.040 --> 0:38:52.120
<v Speaker 1>You might take a strip of wood and place it

0:38:52.320 --> 0:38:54.759
<v Speaker 1>right underneath the kick drum the bass drum, and have

0:38:54.840 --> 0:38:57.359
<v Speaker 1>a microphone kind of at the end of that, so

0:38:57.520 --> 0:38:59.920
<v Speaker 1>you're the sound of the drums are sort of reflect

0:39:00.040 --> 0:39:02.279
<v Speaker 1>day off of that wood and creating kind of a

0:39:02.280 --> 0:39:06.640
<v Speaker 1>cool diffuse room sound. So you when you mike drums,

0:39:06.800 --> 0:39:09.480
<v Speaker 1>you're making them up close. You're putting a microphone right

0:39:09.560 --> 0:39:11.399
<v Speaker 1>up on the tom tom or the snare of the kick,

0:39:11.560 --> 0:39:13.359
<v Speaker 1>and then a lot of times people will mix in

0:39:13.560 --> 0:39:15.799
<v Speaker 1>the sound of the room, which is the whole kit,

0:39:16.080 --> 0:39:18.160
<v Speaker 1>and then kind of blend those signals together so you

0:39:18.160 --> 0:39:20.439
<v Speaker 1>get that direct sound, which you also get this nice

0:39:20.880 --> 0:39:24.080
<v Speaker 1>roomy tone. So in that situation, you might want a

0:39:24.080 --> 0:39:25.960
<v Speaker 1>little character in your room, and you might use things

0:39:26.000 --> 0:39:27.920
<v Speaker 1>like I'm talking about these strips or what have you

0:39:27.960 --> 0:39:31.399
<v Speaker 1>to achieve some sort of character. Now, let's say we're

0:39:31.400 --> 0:39:33.680
<v Speaker 1>talking about a control room, which is where you're going

0:39:33.719 --> 0:39:36.560
<v Speaker 1>to be mixing your your music. So you have really

0:39:36.640 --> 0:39:40.600
<v Speaker 1>high end, very nice, high fidelities studio monitors which gives

0:39:40.600 --> 0:39:43.719
<v Speaker 1>you your playback. And you know, the best studio monitors

0:39:43.880 --> 0:39:48.120
<v Speaker 1>are considered to be very um flat. That's that's the

0:39:48.120 --> 0:39:53.480
<v Speaker 1>word that's used where the frequency response isn't particularly um

0:39:53.520 --> 0:39:56.600
<v Speaker 1>it's not. It's not messed with on the speaker side.

0:39:56.640 --> 0:39:59.000
<v Speaker 1>So everything that's coming out of there, you know, is

0:39:59.040 --> 0:40:01.360
<v Speaker 1>going to be accurate based on what you're doing, what

0:40:01.400 --> 0:40:04.560
<v Speaker 1>you're putting into it, the frequencies you're adjusting on your

0:40:04.600 --> 0:40:08.080
<v Speaker 1>mixing console or in your computer. The monitors themselves aren't

0:40:08.080 --> 0:40:12.239
<v Speaker 1>imparting any tone or quality beyond what you're doing to

0:40:12.320 --> 0:40:15.880
<v Speaker 1>it right there. They're just they're just neutral and only

0:40:16.280 --> 0:40:19.160
<v Speaker 1>presenting the stuff that you've told it to a lot

0:40:19.200 --> 0:40:21.880
<v Speaker 1>of times they're referred to as reference monitors because you

0:40:22.000 --> 0:40:24.520
<v Speaker 1>the idea is, and it's not always the case, um

0:40:24.719 --> 0:40:27.080
<v Speaker 1>that the way it sounds on those monitors, it's going

0:40:27.120 --> 0:40:30.600
<v Speaker 1>to sound like that anywhere you play it. Obviously, there

0:40:30.600 --> 0:40:33.480
<v Speaker 1>are things that happen after you finish a record called mastering,

0:40:33.760 --> 0:40:36.800
<v Speaker 1>where you you kind of adjust to account for different

0:40:36.800 --> 0:40:38.560
<v Speaker 1>types of systems that might be played on to make

0:40:38.600 --> 0:40:41.040
<v Speaker 1>sure it sounds as good as possible on any system.

0:40:41.560 --> 0:40:45.800
<v Speaker 1>But in a control room when you're playing back your music,

0:40:46.840 --> 0:40:51.120
<v Speaker 1>you don't want bad reflections. You don't want that sound

0:40:51.120 --> 0:40:53.080
<v Speaker 1>coming out of the speakers to bounce back at you

0:40:53.160 --> 0:40:56.600
<v Speaker 1>in a way that changes the quality of that sound.

0:40:56.600 --> 0:40:59.560
<v Speaker 1>You want it to be as flat and clean as possible.

0:40:59.760 --> 0:41:02.040
<v Speaker 1>So there are little extra touches you could put in

0:41:02.080 --> 0:41:05.719
<v Speaker 1>a control room that absorb certain frequencies. Like you said,

0:41:05.880 --> 0:41:08.719
<v Speaker 1>certain materials will absorb certain frequencies better. There are things

0:41:08.760 --> 0:41:10.719
<v Speaker 1>you might put in the back corners of the room

0:41:10.760 --> 0:41:13.399
<v Speaker 1>that fill up a corner where two walls meet, called

0:41:13.440 --> 0:41:16.080
<v Speaker 1>base traps, and they are these kind of tall they

0:41:16.080 --> 0:41:18.839
<v Speaker 1>can be round or squared off um and they're made

0:41:18.880 --> 0:41:22.120
<v Speaker 1>of kind of dense fibroglass material covered in a particular

0:41:22.120 --> 0:41:25.480
<v Speaker 1>type of fabric, and those absorb some of those base

0:41:25.560 --> 0:41:28.160
<v Speaker 1>frequencies so that it's not bouncing back at you and

0:41:28.239 --> 0:41:30.960
<v Speaker 1>muddying up your mix. Then you might have a lot

0:41:31.040 --> 0:41:33.360
<v Speaker 1>of times you'll see in a recording studio in the

0:41:33.360 --> 0:41:36.480
<v Speaker 1>control room where you have your big mixing console, and

0:41:36.480 --> 0:41:38.160
<v Speaker 1>then directly behind it can still wall. A lot of

0:41:38.160 --> 0:41:40.080
<v Speaker 1>times there's a couch, and then above that couch there

0:41:40.160 --> 0:41:43.880
<v Speaker 1>might be a weird looking wooden panel that has smaller

0:41:44.000 --> 0:41:47.759
<v Speaker 1>arrays of these alternating little um tiles sort of like

0:41:47.760 --> 0:41:50.040
<v Speaker 1>what I described we have in our room here, but

0:41:50.200 --> 0:41:52.879
<v Speaker 1>smaller and and a little more dense, And those are

0:41:52.880 --> 0:41:55.680
<v Speaker 1>designed to do different things to other frequencies, like the

0:41:55.680 --> 0:41:58.560
<v Speaker 1>mid range or the high UM. Another thing that's really

0:41:58.600 --> 0:42:02.279
<v Speaker 1>important in uh these control room settings is where the

0:42:02.400 --> 0:42:05.680
<v Speaker 1>monitors speakers are placed. So what you might do is

0:42:05.680 --> 0:42:09.360
<v Speaker 1>have an engineer UM that specializes in you know, do

0:42:09.560 --> 0:42:13.719
<v Speaker 1>building out recording studios and tuning room as what they

0:42:13.719 --> 0:42:17.080
<v Speaker 1>call it. Go in there and use a device that

0:42:17.080 --> 0:42:20.080
<v Speaker 1>that measures the way frequencies bounce around the room, and

0:42:20.120 --> 0:42:22.359
<v Speaker 1>you would generate what's called a test tone or uh

0:42:22.480 --> 0:42:25.759
<v Speaker 1>some white noise even UM which is just like you know,

0:42:25.800 --> 0:42:28.720
<v Speaker 1>static kind of sound. And then you can use this device,

0:42:28.760 --> 0:42:31.000
<v Speaker 1>this handheld device, it might be cooked up to a computer.

0:42:31.160 --> 0:42:33.759
<v Speaker 1>There's lots of different ones UM that will then take

0:42:33.800 --> 0:42:37.200
<v Speaker 1>a print and analyze, Okay, this is what the sound's doing.

0:42:37.400 --> 0:42:39.560
<v Speaker 1>This is where this room needs some work, where we

0:42:39.600 --> 0:42:41.520
<v Speaker 1>need to move the monitors a little further away or

0:42:41.520 --> 0:42:44.560
<v Speaker 1>a little closer to the wall, et cetera. So that's

0:42:44.600 --> 0:42:47.320
<v Speaker 1>just a few of the ways that you can UM

0:42:47.440 --> 0:42:50.960
<v Speaker 1>affect how the sound is actually heard within a room

0:42:51.000 --> 0:42:54.680
<v Speaker 1>for different situations, whether you're recording, whether you're mixing and listening,

0:42:54.880 --> 0:42:58.480
<v Speaker 1>it's all about that. There are different scenarios that require

0:42:58.640 --> 0:43:03.000
<v Speaker 1>different treatments. Sure, and and anyone who's listened to you know,

0:43:03.120 --> 0:43:07.839
<v Speaker 1>live albums versus studio albums, or for me, even just

0:43:07.920 --> 0:43:11.520
<v Speaker 1>with classical music, Like if you ever listened to classical

0:43:11.560 --> 0:43:14.400
<v Speaker 1>piece that was recorded in a big sound studio where

0:43:14.640 --> 0:43:16.600
<v Speaker 1>you know, they got the whole orchestra in there, it

0:43:16.640 --> 0:43:18.520
<v Speaker 1>can sound really amazing. But then if you hear the

0:43:18.560 --> 0:43:20.760
<v Speaker 1>same sort of thing but it's played in a concert

0:43:20.800 --> 0:43:25.480
<v Speaker 1>hall even without an audience, the effect is measurably different.

0:43:25.520 --> 0:43:28.880
<v Speaker 1>You get that character you were talking about of the space,

0:43:28.960 --> 0:43:33.200
<v Speaker 1>and different spaces have very different characters. Just as musicians

0:43:33.280 --> 0:43:37.480
<v Speaker 1>may have a favorite type of amplifier that they like

0:43:37.640 --> 0:43:40.839
<v Speaker 1>to use because of the tone that it helps, uh,

0:43:40.880 --> 0:43:44.560
<v Speaker 1>the tones that accentuates versus the ones that it doesn't

0:43:44.600 --> 0:43:47.279
<v Speaker 1>accentuate as much. Uh, you have the same sort of

0:43:47.320 --> 0:43:49.799
<v Speaker 1>stuff with these these rooms. Now, no, let me ask

0:43:49.800 --> 0:43:52.000
<v Speaker 1>you this. Let's say that some of our listeners out

0:43:52.040 --> 0:43:55.000
<v Speaker 1>there are wanting to set up like a little home

0:43:55.080 --> 0:43:59.719
<v Speaker 1>recording area. Maybe they want to do podcasting, maybe they

0:43:59.760 --> 0:44:04.440
<v Speaker 1>want to record some acoustic music, nothing too complicated. What

0:44:04.560 --> 0:44:07.480
<v Speaker 1>would be some general guidelines you would give somebody who

0:44:07.480 --> 0:44:11.680
<v Speaker 1>wants to set up a space in their house meant

0:44:11.760 --> 0:44:13.759
<v Speaker 1>for recording, Like, what were what would just be some

0:44:13.840 --> 0:44:17.400
<v Speaker 1>general tips, not like the super like you're gonna go

0:44:17.440 --> 0:44:20.600
<v Speaker 1>and remodel your home kind of approach, but but more

0:44:20.800 --> 0:44:25.080
<v Speaker 1>simple ways that you can at least limit problems with

0:44:25.520 --> 0:44:30.880
<v Speaker 1>sound from exterior sources or uh interference with the sound

0:44:30.880 --> 0:44:32.719
<v Speaker 1>that you're creating in the room. What are some of

0:44:32.760 --> 0:44:35.239
<v Speaker 1>your tips you would give. I mean, there's a lot

0:44:35.320 --> 0:44:39.040
<v Speaker 1>of different ways that you can um make spaces in

0:44:39.080 --> 0:44:41.200
<v Speaker 1>your home work, and all depends on what kind of

0:44:41.280 --> 0:44:44.400
<v Speaker 1>music you're trying to record. Um So, the choice of

0:44:44.480 --> 0:44:46.600
<v Speaker 1>microphone would make a big difference. For example, so the

0:44:46.600 --> 0:44:48.960
<v Speaker 1>microphones that we use in the podcast studio or what

0:44:49.000 --> 0:44:51.120
<v Speaker 1>are called dynamic microphones, and then we've talked about this

0:44:51.160 --> 0:44:53.920
<v Speaker 1>in the past episode. I believe um they tend to

0:44:53.960 --> 0:44:56.440
<v Speaker 1>record best things that are very close to them and

0:44:56.480 --> 0:45:00.000
<v Speaker 1>don't necessarily pick up as much ambient room sound as

0:45:00.000 --> 0:45:02.919
<v Speaker 1>what's called a condenser microphone would. Now some might say

0:45:02.960 --> 0:45:06.880
<v Speaker 1>that a condenser microphone gives a richer, bigger sound, but

0:45:06.920 --> 0:45:09.359
<v Speaker 1>it also depends on how you use it. Um So,

0:45:09.480 --> 0:45:13.560
<v Speaker 1>I might recommend for recording vocals trying to go with

0:45:13.600 --> 0:45:16.319
<v Speaker 1>like get a really nice dynamic microphone, like one of

0:45:16.360 --> 0:45:19.200
<v Speaker 1>these a Sure SM seven B microphones will use and

0:45:19.200 --> 0:45:21.040
<v Speaker 1>there you know, they're about three hundred bucks. They're not cheap,

0:45:21.320 --> 0:45:27.120
<v Speaker 1>but um, they allow you to record uh much closer proximity.

0:45:27.160 --> 0:45:29.840
<v Speaker 1>So if you're recording a guitar, for example, through an amplifier,

0:45:29.880 --> 0:45:32.279
<v Speaker 1>you put it right up next to that amplifier and

0:45:32.800 --> 0:45:35.520
<v Speaker 1>crank it so that it's not recording the signal to

0:45:35.640 --> 0:45:39.440
<v Speaker 1>noise ratio is what's called is in favor of the signal,

0:45:39.760 --> 0:45:44.760
<v Speaker 1>So the sound of the amplifier is uh the main concern.

0:45:44.960 --> 0:45:47.920
<v Speaker 1>There's really no worry about recording any room tone. And

0:45:47.960 --> 0:45:49.600
<v Speaker 1>you don't even have to crank the amp up that

0:45:49.680 --> 0:45:52.239
<v Speaker 1>high because the mic is so close. But in terms

0:45:52.280 --> 0:45:54.480
<v Speaker 1>of little things you can do for dampening, I mean,

0:45:54.800 --> 0:45:57.239
<v Speaker 1>get get a pack of egg crate or like some

0:45:57.320 --> 0:46:00.399
<v Speaker 1>acoustic tiles from or Alex you know, and it's not either,

0:46:00.680 --> 0:46:02.719
<v Speaker 1>but then just make some little clusters, you know, make

0:46:02.760 --> 0:46:04.880
<v Speaker 1>a few little squares on your wall if you can,

0:46:04.960 --> 0:46:07.919
<v Speaker 1>like if you have a closet door, maybe put three

0:46:08.000 --> 0:46:11.480
<v Speaker 1>or four panels and then record facing that, you know. Um,

0:46:11.600 --> 0:46:14.719
<v Speaker 1>there are also these shields you can get you can

0:46:14.760 --> 0:46:16.880
<v Speaker 1>attach to your mic stand and basically is like a

0:46:17.360 --> 0:46:21.400
<v Speaker 1>um almost like a half moon shaped shield that goes

0:46:21.719 --> 0:46:24.520
<v Speaker 1>behind the microphone so you're facing it and that cuts

0:46:24.560 --> 0:46:27.840
<v Speaker 1>down on reflections. Um. There are lots of little tricks

0:46:27.880 --> 0:46:29.319
<v Speaker 1>like that that you can do. But at the end

0:46:29.360 --> 0:46:32.560
<v Speaker 1>of the day, UM, it's just about how you use

0:46:32.719 --> 0:46:36.640
<v Speaker 1>the stuff that you have for podcasting. Definitely go with

0:46:36.680 --> 0:46:40.719
<v Speaker 1>a dynamic microphone. Talk very close to it so that

0:46:40.760 --> 0:46:43.239
<v Speaker 1>it's only getting your voice and it's not recording your

0:46:43.320 --> 0:46:46.880
<v Speaker 1>cats or the sound of your conditioning things like that. UM.

0:46:46.960 --> 0:46:49.359
<v Speaker 1>The lower you can turn up the mic and still

0:46:49.360 --> 0:46:51.239
<v Speaker 1>get a really good signal, the better off you are,

0:46:51.280 --> 0:46:52.959
<v Speaker 1>because if you have to crank it up really high,

0:46:53.239 --> 0:46:55.480
<v Speaker 1>you're really far away from the mic, you're gonna be

0:46:55.520 --> 0:46:58.160
<v Speaker 1>picking up a whole lot of that room sounds. Yeah,

0:46:58.239 --> 0:47:00.880
<v Speaker 1>I I can tell you from experience. I record a

0:47:00.880 --> 0:47:04.560
<v Speaker 1>couple of shows from home just for fun that that

0:47:04.640 --> 0:47:08.040
<v Speaker 1>aren't work related. And I used to use a condenser

0:47:08.120 --> 0:47:11.920
<v Speaker 1>mike because they were they were easy. I had a

0:47:12.040 --> 0:47:14.680
<v Speaker 1>USB condenser mic. Um, and and there's nothing wrong with

0:47:14.719 --> 0:47:17.360
<v Speaker 1>the MIC's. I'll even tell you I had a blue

0:47:17.400 --> 0:47:19.799
<v Speaker 1>snowball for a while, and we have one here. We

0:47:19.800 --> 0:47:23.440
<v Speaker 1>we've used it occasionally, mostly to connect through Skype or whatever.

0:47:23.480 --> 0:47:25.560
<v Speaker 1>We don't record through it, but we use it to

0:47:25.560 --> 0:47:27.400
<v Speaker 1>to pick up our voices so people on the other

0:47:27.480 --> 0:47:29.560
<v Speaker 1>end can hear us um. And I also had a

0:47:29.560 --> 0:47:32.480
<v Speaker 1>blue Yetti microphone. Both of them are great. I love them,

0:47:32.520 --> 0:47:35.920
<v Speaker 1>but for podcasting, like you were saying, they pick up

0:47:35.920 --> 0:47:38.000
<v Speaker 1>pretty much everything. And in fact, if you were to

0:47:38.000 --> 0:47:40.600
<v Speaker 1>go back and listen to some of those podcasts I did,

0:47:40.880 --> 0:47:42.920
<v Speaker 1>you would hear, like, what's that weird clicking noise of

0:47:42.960 --> 0:47:45.000
<v Speaker 1>marrying in the background, And that clicking noise would have

0:47:45.040 --> 0:47:48.680
<v Speaker 1>been my dog's toe nails clicking against the hardwood floor

0:47:48.880 --> 0:47:51.920
<v Speaker 1>as as he just ran across the floor and he

0:47:51.960 --> 0:47:54.840
<v Speaker 1>wasn't making any other noise. It's just clickick. But that

0:47:54.880 --> 0:47:57.399
<v Speaker 1>condenser mike picked up everything. And it all comes back

0:47:57.400 --> 0:47:59.279
<v Speaker 1>to what we talked about sound being sort of this

0:47:59.400 --> 0:48:01.719
<v Speaker 1>organic ing that moves. I mean, you're never going to

0:48:01.840 --> 0:48:04.880
<v Speaker 1>completely get rid of every bit of room noise unless

0:48:04.920 --> 0:48:07.640
<v Speaker 1>you are going above and beyond. You're going to that

0:48:07.680 --> 0:48:11.640
<v Speaker 1>crazy world's most silent room approach. But you can mitigate

0:48:11.920 --> 0:48:15.759
<v Speaker 1>how much of the sounds you don't want are recorded

0:48:16.160 --> 0:48:18.520
<v Speaker 1>based on where you set up the mic. You want

0:48:18.560 --> 0:48:21.160
<v Speaker 1>to be as far away from any noisy sources as possible.

0:48:21.160 --> 0:48:23.160
<v Speaker 1>You certainly wouldn't want to record a podcast right next

0:48:23.200 --> 0:48:26.879
<v Speaker 1>to your fridge if you have an option, uh, if

0:48:26.920 --> 0:48:29.680
<v Speaker 1>you have an internal room where it doesn't share an

0:48:29.680 --> 0:48:33.480
<v Speaker 1>external wall, that would be a good choice. UM, Like

0:48:33.480 --> 0:48:35.800
<v Speaker 1>like the place where my microphone is set up. I

0:48:35.840 --> 0:48:38.680
<v Speaker 1>don't have a room that's enter. All of my rooms

0:48:38.760 --> 0:48:41.600
<v Speaker 1>face outward one way or the other, so I don't

0:48:41.680 --> 0:48:44.000
<v Speaker 1>have a room that I can that is that is

0:48:44.000 --> 0:48:47.880
<v Speaker 1>isolated where I could record from. UH. So my mine

0:48:47.960 --> 0:48:50.480
<v Speaker 1>is not ideal because I also live across the street

0:48:50.600 --> 0:48:55.840
<v Speaker 1>from um railroad tracks and Marta tracks uh and a

0:48:56.160 --> 0:49:00.560
<v Speaker 1>busy road. So I'm just fortunate that when my house

0:49:00.640 --> 0:49:04.000
<v Speaker 1>was being built, they built it with that in mind.

0:49:04.000 --> 0:49:07.680
<v Speaker 1>They were building the external walls so that they would

0:49:07.760 --> 0:49:11.560
<v Speaker 1>dampen that sound as much as possible. Because the home

0:49:11.560 --> 0:49:14.720
<v Speaker 1>builders new while we're right next to some train tracks,

0:49:14.719 --> 0:49:16.480
<v Speaker 1>so we have to take that into account when we're

0:49:16.520 --> 0:49:21.279
<v Speaker 1>designing this. Unfortunately, it doesn't often impact my recording. Once

0:49:21.320 --> 0:49:23.319
<v Speaker 1>in a blue moon, if there's a freight train going

0:49:23.360 --> 0:49:26.280
<v Speaker 1>by blasting its horn, you're gonna hear it, But otherwise

0:49:26.280 --> 0:49:28.400
<v Speaker 1>it doesn't come through. So just to wrap up on

0:49:28.440 --> 0:49:31.239
<v Speaker 1>this whole, you know, home podcast set up. I can

0:49:31.280 --> 0:49:33.640
<v Speaker 1>give you a really good practical example of our show

0:49:33.719 --> 0:49:36.719
<v Speaker 1>Stuff You Miss in History class Um. The host live

0:49:36.760 --> 0:49:39.960
<v Speaker 1>in different cities. Holly Fry lives here in Atlanta and

0:49:40.040 --> 0:49:43.040
<v Speaker 1>records in our studios, and Tracy Wilson lives in Boston

0:49:43.040 --> 0:49:45.840
<v Speaker 1>and records from her home. And so when she was

0:49:45.840 --> 0:49:47.440
<v Speaker 1>getting ready to move, we had to figure out how

0:49:47.480 --> 0:49:49.160
<v Speaker 1>we were going to set this up. So I kind

0:49:49.200 --> 0:49:51.560
<v Speaker 1>of looked into it and did some research and recommended

0:49:51.600 --> 0:49:53.279
<v Speaker 1>what to get, and what we ultimately went with is

0:49:53.600 --> 0:49:56.480
<v Speaker 1>she has this. It's called the sound shield, I guess

0:49:56.560 --> 0:49:58.600
<v Speaker 1>is the best way of referring to it. H A

0:49:58.640 --> 0:50:02.600
<v Speaker 1>company is called SCLA Tronics. The product is a reflection

0:50:02.840 --> 0:50:05.680
<v Speaker 1>filter ex portable vocal booth, and the idea is that

0:50:06.320 --> 0:50:08.600
<v Speaker 1>the way it's pitched on on Sweetwater, which is the

0:50:09.080 --> 0:50:12.360
<v Speaker 1>music equipment site that I'm looking at. UM, it is

0:50:12.440 --> 0:50:16.840
<v Speaker 1>a portable acoustic treatment to reduce room ambience in untreated

0:50:16.920 --> 0:50:20.160
<v Speaker 1>recording spaces. So it works pretty well as advertised. So

0:50:20.440 --> 0:50:22.640
<v Speaker 1>it's this thing that kind of wraps around the back

0:50:22.840 --> 0:50:25.600
<v Speaker 1>of the microphone connects to the mic stand. UM. So

0:50:25.719 --> 0:50:28.560
<v Speaker 1>she has one of those behind her against the wall.

0:50:28.680 --> 0:50:31.000
<v Speaker 1>She has a heavy curtain like we talked about earlier

0:50:31.040 --> 0:50:34.520
<v Speaker 1>as well, and so that helps dampen the sound that way. Uh,

0:50:34.600 --> 0:50:38.120
<v Speaker 1>And she's using this sm seven b um dynamic. Sure

0:50:38.400 --> 0:50:41.200
<v Speaker 1>vocal mic or microphones doesn't have to be a vocal mic.

0:50:41.560 --> 0:50:43.320
<v Speaker 1>But she is next to a window. So whenever the

0:50:43.360 --> 0:50:45.840
<v Speaker 1>trash pick up comes, or if there's a motorcycle or

0:50:45.920 --> 0:50:48.160
<v Speaker 1>something like that, you know, we've got to stop. So

0:50:48.400 --> 0:50:50.879
<v Speaker 1>you deal with what you have. And I think she's

0:50:50.920 --> 0:50:54.120
<v Speaker 1>a pretty good example of a successful home set up

0:50:54.160 --> 0:50:56.520
<v Speaker 1>as well as as as is yours. Jonathan. Yeah, if

0:50:56.520 --> 0:50:58.800
<v Speaker 1>you if you listen back to um some of the

0:50:59.640 --> 0:51:02.720
<v Speaker 1>episods that we recorded before we moved to Pont City Market,

0:51:03.000 --> 0:51:05.960
<v Speaker 1>there was a brief period where we were set up

0:51:06.160 --> 0:51:10.680
<v Speaker 1>in an office, uh like an actual It wasn't designed

0:51:10.719 --> 0:51:13.480
<v Speaker 1>to be an audio recording studio, but was an office

0:51:13.719 --> 0:51:18.640
<v Speaker 1>at the old office space and Buckhead that shared a

0:51:19.640 --> 0:51:24.400
<v Speaker 1>a window facing Peach Tree or near Peach Tree. And

0:51:25.400 --> 0:51:28.080
<v Speaker 1>if you listen carefully to some of those old podcasts,

0:51:28.120 --> 0:51:30.239
<v Speaker 1>not just Tech Stuff but all the other ones we

0:51:30.360 --> 0:51:33.200
<v Speaker 1>record at How Stuff Works, you might occasionally hear a

0:51:33.239 --> 0:51:36.840
<v Speaker 1>little high pitched noise and wonder what that was, And

0:51:36.920 --> 0:51:40.600
<v Speaker 1>that was Baton Bob. There was also sirens. Those were

0:51:40.640 --> 0:51:43.120
<v Speaker 1>the bane of our existence. Yes, sirens we would stop

0:51:43.200 --> 0:51:47.719
<v Speaker 1>for like we if we heard the siren whistle. Baton Bob. Yeah,

0:51:47.719 --> 0:51:50.359
<v Speaker 1>Beaton Bob is a a kind of a fixture here

0:51:50.400 --> 0:51:54.920
<v Speaker 1>in Atlanta. He is quite the character and often can

0:51:55.000 --> 0:51:57.320
<v Speaker 1>be seen marching up and down the various streets of

0:51:57.320 --> 0:52:00.760
<v Speaker 1>Atlanta in a tutu and twirling a baton and blowing

0:52:00.880 --> 0:52:05.480
<v Speaker 1>a whistle. And he's a smile ambassador. I love Baton Bob,

0:52:05.840 --> 0:52:10.000
<v Speaker 1>Absolutely love him. Great guy. Uh not fantastic to have

0:52:10.080 --> 0:52:12.920
<v Speaker 1>to record a podcast. What you're hearing is in whistling

0:52:13.040 --> 0:52:14.759
<v Speaker 1>up and down the street and talk about d I

0:52:14.920 --> 0:52:17.560
<v Speaker 1>y setup. We had those windows covered over with I

0:52:17.640 --> 0:52:21.759
<v Speaker 1>made these panels out of that pink panther foam insulation

0:52:22.000 --> 0:52:25.440
<v Speaker 1>for construction, and I nailed them and stapled them to

0:52:25.960 --> 0:52:29.759
<v Speaker 1>pieces of luan and then had them attached to the

0:52:29.800 --> 0:52:32.080
<v Speaker 1>window to cover them over. And then on top of

0:52:32.239 --> 0:52:36.160
<v Speaker 1>that we had this bright red um acoustic foam in

0:52:36.840 --> 0:52:39.040
<v Speaker 1>sheets that we you know, staple on top of that

0:52:39.600 --> 0:52:43.920
<v Speaker 1>and it still didn't block out. And we couldn't do

0:52:44.040 --> 0:52:48.760
<v Speaker 1>anything permanent because that that wasn't something we were allowed

0:52:48.800 --> 0:52:50.719
<v Speaker 1>to do in that space. It wasn't meant to be

0:52:51.480 --> 0:52:53.439
<v Speaker 1>a recording studio, so we were just doing the best

0:52:53.520 --> 0:52:57.200
<v Speaker 1>with what we had. Um but yeah, it was it was.

0:52:57.719 --> 0:53:00.320
<v Speaker 1>It was difficult, so it can be a chance lenge.

0:53:00.360 --> 0:53:03.160
<v Speaker 1>But the stuff is out there. It's not like like

0:53:03.280 --> 0:53:05.920
<v Speaker 1>Noel is saying, it's not necessarily cheap. You can do

0:53:06.120 --> 0:53:10.400
<v Speaker 1>some relatively inexpensive things to limit U sound issues, but

0:53:10.560 --> 0:53:12.840
<v Speaker 1>obviously you get what you pay for the more that

0:53:12.960 --> 0:53:16.360
<v Speaker 1>you are able to spend on that. But do your research.

0:53:16.520 --> 0:53:18.040
<v Speaker 1>But the more you're able to spend on that, the

0:53:18.480 --> 0:53:21.080
<v Speaker 1>better result you are going to get. In general, just

0:53:21.200 --> 0:53:24.080
<v Speaker 1>make sure that whatever outlet you're going with is highly rated,

0:53:25.040 --> 0:53:28.680
<v Speaker 1>you know, don't just hire a general contractor and and

0:53:28.880 --> 0:53:31.200
<v Speaker 1>go with that, because that's probably not gonna give you

0:53:31.280 --> 0:53:34.960
<v Speaker 1>the results you want. But obviously, you know, these are

0:53:35.800 --> 0:53:40.600
<v Speaker 1>things that people in all sorts of of jobs and

0:53:40.880 --> 0:53:45.600
<v Speaker 1>and positions, UH worry about. Whether it's professional recording artists,

0:53:45.960 --> 0:53:49.879
<v Speaker 1>whether it's podcasters like us home podcasters you just want

0:53:49.880 --> 0:53:52.879
<v Speaker 1>to record a demo. I mean, these are the sort

0:53:52.880 --> 0:53:55.879
<v Speaker 1>of things you gotta think about. So thank you very

0:53:56.040 --> 0:53:59.080
<v Speaker 1>much for writing in and requesting this episode, and Noel,

0:53:59.200 --> 0:54:01.600
<v Speaker 1>thank you for joining me today. Usually you're on the

0:54:01.680 --> 0:54:03.879
<v Speaker 1>other side of that window we were talking about. It's true,

0:54:03.920 --> 0:54:06.120
<v Speaker 1>it's nice, too nice to pass through. Yeah, it's it's

0:54:06.160 --> 0:54:07.719
<v Speaker 1>great to be on this side once in a while

0:54:07.880 --> 0:54:11.560
<v Speaker 1>and not stay so long that the room gets super stuffy. Uh. This,

0:54:11.840 --> 0:54:14.040
<v Speaker 1>that's one of the things that this room in particular,

0:54:14.680 --> 0:54:17.160
<v Speaker 1>it does get a little warm. Now we we fixed

0:54:17.280 --> 0:54:20.520
<v Speaker 1>the stuff you should know podcast room because it was

0:54:20.680 --> 0:54:23.479
<v Speaker 1>used to get blistering lee hot, and now it gets

0:54:23.640 --> 0:54:27.279
<v Speaker 1>very cool there, and now the opposite seems to happen here.

0:54:27.719 --> 0:54:29.919
<v Speaker 1>But I'm afraid to ask for anything because I don't

0:54:30.000 --> 0:54:33.120
<v Speaker 1>want to end up getting Gaye force winds into the

0:54:33.160 --> 0:54:36.000
<v Speaker 1>podcast studio. But guys, if you have any suggestions for

0:54:36.080 --> 0:54:38.440
<v Speaker 1>future episodes, you have anything you want to comment on

0:54:39.200 --> 0:54:42.560
<v Speaker 1>for this episode, send me a message. The email address

0:54:42.719 --> 0:54:46.560
<v Speaker 1>is tech stuff at how stuff works dot com, or

0:54:46.640 --> 0:54:49.280
<v Speaker 1>you can drop me a line on Facebook or Twitter.

0:54:50.120 --> 0:54:52.520
<v Speaker 1>The handle at both of those is text stuff H

0:54:52.840 --> 0:54:56.080
<v Speaker 1>s W. And I will talk to you again really

0:54:56.200 --> 0:55:06.040
<v Speaker 1>soon for more on this and thousands of other topics.

0:55:06.280 --> 0:55:07.640
<v Speaker 1>Is it how stuff works dot com