Difference between revisions of "Sound"
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− | [[Category:OutofDate]][[Category:Equipment]] | + | [[Category:OutofDate]][[Category:Equipment]][[Category:Sound]] |
Sound as you can guess is about making noise. Whether you want to transport your audience into the heart of a war zone and scare everyone with loud gunshots and explosions or maybe your scene requires a Victorian nightclub, sound helps set the scene and should not be overlooked. Sound is also useful disguising scurrying [[Stage Management|stage managers]] between scenes and when audiences are entering/exiting the auditorium | Sound as you can guess is about making noise. Whether you want to transport your audience into the heart of a war zone and scare everyone with loud gunshots and explosions or maybe your scene requires a Victorian nightclub, sound helps set the scene and should not be overlooked. Sound is also useful disguising scurrying [[Stage Management|stage managers]] between scenes and when audiences are entering/exiting the auditorium |
Revision as of 16:50, 9 December 2008
Sound as you can guess is about making noise. Whether you want to transport your audience into the heart of a war zone and scare everyone with loud gunshots and explosions or maybe your scene requires a Victorian nightclub, sound helps set the scene and should not be overlooked. Sound is also useful disguising scurrying stage managers between scenes and when audiences are entering/exiting the auditorium
Setup
Sound in bedlam is delivered by 4 speakers, and powered by 2 amps. The two Upstage speakers are powered by the MC2 and the 2 behind the audience powered by a QSC amp. It is possible to use all 4 speakers independently. The MC2 amp in connected directly to the Main Outputs on the Desk, and the QSC amp is connected to Matrices 3 and 4 on the sound desk, so can be routed through control of the Main Outputs, or controlled by some groups.
The speakers were focused in 2007 for Guards! Guards! This included building rigging points for the speakers.