What
is Sound Quality and how is it judged?
This
session of the Clinic will deal with sound quality in mobile
audio systems. We will cover the gamut of SQ, starting with
definitions, philosophy, how it is judged in competition, and
then how to get proper SQ in a car taking all these into consideration.
We will then move to types of sound system set-ups,
including different front speaker arrays, both with conventional
drivers and horn-loaded compression drivers, and move into the
design and building of such systems. While I cannot guarantee
coverage of all possible aspects of SQ in one article, we will
likely split this topic into three or four parts, and I will
be as thorough as I can without getting carried away in hard-to-understand
technical jargon. Bear with me guys; this is a VERY complicated
topic.
So what is Sound Quality? SQ is that aspect of
a sound system, which encompasses all of the performance factors
which give the system the ability to re-produce an accurate
and life-like rendition of the original recording as perfectly
as possible. It includes factors such as tonality, ambience,
subtle nuance, system gain structure, dynamics, transient response,
and the list goes on and on. SQ is a combination of all these
technical factors as well as proper speaker placement and proper
system design. When a system is said to have perfect SQ, it
generates the most accurate sound possible, with a sense of
musical realism that gives the listener the impression that
they "hear" a live performance right in front of them, as if
the listener was in the audience watching the actual performers
on an actual stage. Now, to get this realistic musical "sound
stage" in a car, it takes careful system planning, speaker placement,
and tuning.
This holds true in competition organizations as
well. Sound systems are judged according to how well they re-create
the "live" performance that was originally recorded. Judges
are encouraged to attend as many live concerts as they can to
learn how they should sound in such areas as tonality, dynamic
impact, listening room ambience, and each musician's placement
on the stage they are playing from. During SQ judge's training,
a small "reference" home audio system is set up to train the
judges on how the music was recorded and how it is supposed
to sound in a properly-setup vehicle. The competition organizations
produce their own CDs, which contain a variety of musical selections
chosen to test the limits of sound systems in a wide range of
aspects. These selections include orchestral works, a variety
of instrument soloists, vocalists (both male and female), opera,
choir, percussionists, as well as dynamic tracks. A good SQ
system will reproduce ANY type of music as realistic as possible
without any sense of distortion. The judges use these CDs in
each car at a competition and score each system on how well
it reproduces the recordings based on what the music "should"
sound like live. The judges are intently familiar with the material
on the CDs they use and look for problem areas during the car's
evaluation.
So, in laymen's terms, a system with proper SQ
in one where you can sit in the seat, close your eyes, and *feel*
as if you are sitting in the audience at a live performance.
Seems simple enough, right? We'll see.
Tonality:
Commonly referred to as tonal accuracy and spectral
balance, tonality is that quality of a system that gives the
musical instruments their natural sound. If a saxophone is played,
for example, it sounds exactly like a real saxophone, and you
can tell it is not a trombone, french horn, tuba, or any other
brass instrument. Likewise, any instrument has it's own characteristic
sound, and a system with good tonality will allow the listener
to differentiate the instruments being played. According to
the Official IASCA (International Auto Sound Challenge Association)
rulebook of competition, Tonal Accuracy and Spectral Balance
is a combination of six characteristics---loudness, pitch, timbre,
modulation, duration, and attack and decay. I won't go in-depth
on each of these, but will give a brief definition: loudness-the
magnitude of the sound. pitch-the quality of a sound that determines
it's position on a musical scale. timbre-harmonics that give
a sound it's sonic signature. modulation-changes in amplitude,
phase, or frequency that occur in a sound. duration-length of
time a sound is heard. attack and decay-the time it takes a
sound to build-up(attack) and die-down(decay). Here is a quote
from the IASCA rulebook summing the Tonal Accuracy section:
"Superior systems will sound effortless and natural with any
judging track. Weaker systems will exhibit distortion, unnatural
coloration, dynamic compression, and frequency response errors.
This leads to listening fatigue and lends an unnatural sound
to the music."
Listening Position relative to the perceived
sound stage:
Basically, in a concert, the musicians are on
a stage in front of you, and likely they are well in front of
you as you'll be sitting in the audience. Good SQ systems will
give the illusion of this same perceived stage being well in
front of you. Systems with poor "listening positions" will make
you feel like the musicians are in your face, around you rather
than in front of you, or even worse, behind you. Remember the
goal is to simulate watching and listening to a live performance,
and as such there are no musicians beside or behind you. The
best systems will give you the impression of the stage being
a considerable distance in front of you, as if you were sitting
a few rows back in the audience.
Stage Width:
How wide is the sound stage? Car interiors are
horrible for good sound reproduction, but we will cover this
later on. However, a wide sound stage is an important factor.
Bad systems will have almost no width, sounding as if only a
center channel speaker is playing. Better systems have well
defined left and right stage boundaries, but these boundaries
will stay well within the interior of the vehicle.
The best systems will have stage boundaries, which
extend BEYOND the physical area of the vehicle, with noticeable
sounds that seem to emanate from a location outside the car
(like from the side mirrors). The key to getting good width
is to do so WITHOUT affecting center imaging, creating a "sonic
hole" in the middle of the stage. We shall cover this later.
Stage Height:
Simply, how high is the sound stage? Additionally,
is the stage height stable, meaning even height from right to
left? When we sit in an audience, we IDEALLY see the musicians
slightly above us. Thus, when we try to reproduce the "live
performance" feeling in a car, the stage should seem to be in
front of us, at eye level OR slightly higher. Too low, and it
doesn't seem real, as our focus is skewed downward and we end
up looking at the floor to envision the performance. Too high,
and we feel like we are "star-gazing" and again, end up focusing
on the sun visors or sunroof, again, it is unnatural. Getting
the stage height to be stable means you get the picture of,
for example, a guitarist at far left, a drummer in the center,
and a harmonica far right. The key to a "stable" stage is to
get these locations to project at exactly the same height. Often
times, a car with an unstable height will portray the center
image nicely, but the left and right images will be very noticeably
lower, giving us the "rainbow" effect, and thus a mediocre stage
height score. Likewise, some cars have frequency-dependant stages,
where the high frequencies from the tweeters might be at eye
level, the midrange frequencies seem slightly lower, and the
midbass and sub bass appear to be coming from the floor. This
is also unacceptable, and many factors affect this phenomenon.
Some of them are speaker location, resonation of speaker enclosures,
coloration caused by standing waves inside the enclosures, and
poor equalization and sonic balance. We shall cover each of
these in depth shortly. So, we want to see a "stable" sound
stage projected at eye level in a proper SQ set-up.
Stage Depth:
Depth and Position to Soundstage ore often mistaken
for one another. As discussed, Position to Sound stage pertains
to how far in front of the listener the sound stage actually
is. Stage Depth pertains to the placement of musicians On the
sound stage either in front of or behind one another. Often
times, for instance, the drum set will be located "behind" the
guitarists, and the vocalist will be in front of these instruments,
front and center. Systems with no stage depth will portray a
flat sounding, one-dimensional stage where every musician appears
to be side by side. Systems with excellent stage depth will
give the listener a sense of space between the performers, and
you should be able to tell that instruments are being played
at different distances from you.
Ambience:
Ambience is that phenomenon that gives you a sense
of space around an instrument. Many people confuse ambience
with artificial "surround-sound" echoes meant to add the illusion
of music all around you. Every recording contains ambience of
some sort, be it a sense of "air" around the instrument or the
"sound" of the room the track was recorded in. Using reference
recordings where the actual recording room characteristics are
known ahead of time, SQ judges can score ambience based on whether
the performance "seems" to be played from inside this actual
room. For example, there is a track on the '97 IASCA SQ competition
CD that was recorded by a single microphone at a level of approximately
20' above the stage, INSIDE a large auditorium. With proper
ambience, it should seem like you are in that large auditorium
when you listen to this track. THAT is proper ambience, not
artificial ambience. Tuning and speaker quality have the most
impact on ambience, followed closely by controlling sonic reflections
and resonations in the vehicle and speaker placement with proper
x/o selection. Some people use ambiently tuned rear fill speakers
to try to accomplish this aspect, but in a properly designed
and tuned system, rear fill is NOT necessary to acquire excellent
ambience.
Imaging:
The sound stage should be looked at in 5 separate
sections: Left, left center, center, right center, and right.
These are the most common locations on the stage used to evaluate
the imaging characteristics of the car. By using reference material,
the judges know exactly where the different instruments should
be "located" on the stage. A system that images well will have
well-defined and focused instruments located exactly where they
should be on the sound stage. These images will not wander from
their locations, and you could easily close your eyes and point
to where each instrument actually is. Many systems exhibit frequency-dependant
imaging where as the frequency changes in pitch or scale, the
image will move accordingly. This is not good imaging. Likewise,
some systems have good left and right imaging, but fail to get
a center-stage focus at all. To many, the center image is the
most important location on the stage, and it is easy to tell
which cars have good centers and which don't. Speaker placement,
path length differences, and proper equalization vastly affect
imaging, and to a lesser degree, resonations, reflections, standing
waves, and uneven interior surfaces play a role in the imaging
characteristics of a system. Again, we will get to these aspects
shortly.
Sound Linearity:
How well balanced does the system sound at low,
moderate, and high volume? A system with good linearity will
sound equally balanced at all three loudness levels, remaining
accurate tonally and free of distortion of any kind. This depends
mainly on proper gain settings and equalizer tuning, though
other factors can possibly affect it.
Absence of noise:
A good SQ system will be a symbience of many factors
coming together to provide a performance free of unwanted noises
such as speaker pops, alternator whine, ground loop noise, additional
noise floor in the form of extra hiss, on/off thumps or pops,
and any other form of unwanted noises. All recordings exhibit
a noise floor in the background, It is a byproduct of the recording
process that cannot be overlooked, and for this reason, only
the noise level present in the original recording will be acceptable.
Again, several factors affect system noise, and an "avoiding
noise" section will deal with them all.
Dynamic Impact:
A superior system should be capable of reproducing
the proper "feel" of the music. We need to consider the fact
that music has Two dimensions---That which we hear, and that
which we feel. If we were to go to a rock concert, sitting front
and center, and the drummer decides to go-off on an improve
solo while the rest of the band grabs a cold one and some ho-hoes,
we are treated to a barrage of dynamic percussion sounds. When
facing the stage, we feel the sound waves both in our chest
and abdomen as well as on our skin. The bass drum obviously
will be the most prominent, however the toms, snare, and even
hard cymbal strikes can be felt, and felt easily if the guy
is REALLY going off. We can even plug our ears to make this
effect more pronounced. Sound is emitted in waves. These waves
possess energy levels that are dependant on amplitude (loudness)
and the proximity of the listener to the source, thus, we can
feel the sound waves as they interact with the touch-receptors
in our bodies. Ever flinch or blink upon hearing an abrupt,
loud sound? Well, I am not certain of precise figures, but I'll
bet it is about 50% due to what we hear, and 50% due to a subconscious
physical reaction to "feeling" the sound wave, causing sudden
stimulus in our nerve endings. The best car systems are capable
of re-creating this sense of dynamics, as it should be "felt"
live. And they should do so without feeling percussive waves
emanating from rear mounted subs (Yet another topic we will
discuss), making us hear the bass player up front, but he feels
like he is behind us at the concession stand getting a sausage
dog or something. NOT good.
This ends part one. We should be on track as far
as the definition of Sound Quality and the factors we need to
consider to achieve a truly amazing sound stage in a car. Of
course, this is only the beginning (a Preface, if you will),
and I will be going into understandable but great detail of
every aspect of achieving our goal. So, hang in there folks.
The fun stuff is right around the corner.