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stage depth

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Old 08-02-2009, 09:01 AM
  #31  
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Originally Posted by goalie 35
sure... why not!
well, i might be thinking about this the wrong way.if a recording doesnt have depth, it would be 2 dimensional, and i think, sound is 3 dimensional.
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Old 08-02-2009, 01:10 PM
  #32  
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I don't think any recordings or playback systems have "real" depth. Being able to detect instruments in front and behind others is about as good as we can probably expect. Combine depth with a good listening position and ambience, and your on you way to a great sounding system. I have only heard 3 or 4 cars I considered to be great. So as you probably already know, the task is not easy!
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Old 08-04-2009, 01:34 PM
  #33  
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Start your build without the use of processors that ALL color the signal. This is one of the best pieces of advice I was ever given. Make it the best it can be *naked* and then use your processing powers to make very small adjustments. If you have to make big adjustments, you're install wasn't good enough, or your vehicle is impossible and should be shot


Bottom line............... like someone else once told me, a car is like installing a high end homeaudio system in a tiled bathroom. It's a nitemare.
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Old 08-04-2009, 04:13 PM
  #34  
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I guess my point about the concert hall thing is reflections and the time it takes to arrive at our ears helps define what depth is. But say in a non live-venue situation, if a recording isn't recorded with the mic's at any kind of distance away from the musician, how can depth be perceived?

And for that matter, what about when music is mixed together? Often are not songs layered together with recordings of the individual instruments done at different times? If so, how can a singer be perceived as being in front of the drummer if it wasn't actually recorded that way? Perhaps 'live' or 'unplugged' recordings are maybe better for trying to determine depth.

IMO, the best way to try and perceive depth is by using a recording where you KNOW where the musicians are. IASCA and the soundmaps they print on their competition CD's are awesome for that. You can see on the map where the musician is and listen to see if that's what's actually happening. Or, listen first and then compare notes.
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Old 08-04-2009, 06:57 PM
  #35  
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all excellent advice. i'm not expecting any miracles,such as a sense of a guitar moving from left to right or moving forward or backwards.that's about as best as i can describe. but to lose that sense of a "wall of sound". i have a disc where there is a speaker, that will move back from the mic,talk,move back further talk,right,left ect. i can tell there is a difference.just looking for improvement.
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Old 08-04-2009, 08:15 PM
  #36  
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These are the discussions that sell 1000 dollar speakers, this is were the details matter in the build and the quality of the components are king. To get the information accurately out of the drivers you have to optimize every step of the build with depth, dynamics, and accurate spacial presentation
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Old 08-11-2009, 10:55 AM
  #37  
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just go into your deck and take that depth setting and roll it all the way foreward lol... j/k yea its quite the challenge for sure and as said depends on alot of things
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Old 08-13-2009, 02:21 PM
  #38  
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Originally Posted by weirdo
just go into your deck and take that depth setting and roll it all the way foreward lol... j/k yea its quite the challenge for sure and as said depends on alot of things
Thats all I do. LOL

BTW love the new sig Justin. Hey you can't win finals with just tweeters.
Nick
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Old 08-13-2009, 02:35 PM
  #39  
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Originally Posted by 420guy
Hey you can't win finals with just tweeters.
Nick
Says the one who blows a set of mids at every other show.....
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Old 08-13-2009, 02:39 PM
  #40  
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Originally Posted by MTT
Says the one who blows a set of mids at every other show.....
lmfao lmfao i seriously fell over laughing at that lol... hey we could wire up a big disconnect switch for those channels for you.. have it wired to a staples easy button in the dash lols
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