An in depth look at the way audio is transmitted for remote sports broadcasting. Topics include stereo, 5.1, Immersive Audio, and network specific configurations.
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Maintaining Audio Quality In The Broadcast Facility 2011Radikal Ltd.
WHITEPAPER: Orban's founder and VP of Engineering Bob Orban, and Orban VP of New Product Development Greg Ogonowski, offer their 2011 version of "Maintaining Audio Quality in the Broadcast/Netcast Facility". Learn from the foremost broadcast audio industry experts in this extensive presentation.
The document is a glossary created by a student, Steph Hawkins, for a unit on sound design and production. It contains definitions for over 15 key terms related to sound design methodology, file formats, audio limitations, and audio recording systems. For each term, Steph provides a short internet-researched definition and URL source, and also describes how the term relates to their own production practice.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations involving hardware, recording systems, sampling, and more. For each term, it provides a short definition from an online source as well as any relevance to the author's own production practice.
This presentation discusses how use of community radio in an international development context, and illustrates ways to use Audacity as a tool to edit audio.
This document defines common broadcasting terms used in radio and television. It provides definitions for various terms including station identification, station ID, time check, spiel, sign on, sign off, opening billboard, closing billboard, commercial spots, plug, commercial break, bumpers, announcement-on-board, live credits, closing credits, dead air, ad lib, stingers, music bed, sound effects, taped-on-air, program grid, program plan, and sequence guide. Each term is defined in 1-2 sentences with some terms including examples. The document aims to educate readers on industry terminology.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like foley artistry, sound libraries, uncompressed audio file formats like .wav and .aiff, compressed formats like .mp3, audio hardware like sound processors and digital sound processors, audio limitations like mono and stereo sound, audio recording systems like analog, digital, compact discs, digital audio tape, and MIDI. It also defines software sequencers and plug-ins. For each term, it gives a short definition and references the source URL. It sometimes provides additional details on how the term relates to the author's own production practice.
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Getting Started with B2B Podcasting: A not-too-techy guide for first-time pod...Radix Communications
In this tech-light Slideshare you'll have the chance to find out what you need to get a podcast started for your business. From web hosting to recording, editing to uploading.
Maintaining Audio Quality In The Broadcast Facility 2011Radikal Ltd.
WHITEPAPER: Orban's founder and VP of Engineering Bob Orban, and Orban VP of New Product Development Greg Ogonowski, offer their 2011 version of "Maintaining Audio Quality in the Broadcast/Netcast Facility". Learn from the foremost broadcast audio industry experts in this extensive presentation.
The document is a glossary created by a student, Steph Hawkins, for a unit on sound design and production. It contains definitions for over 15 key terms related to sound design methodology, file formats, audio limitations, and audio recording systems. For each term, Steph provides a short internet-researched definition and URL source, and also describes how the term relates to their own production practice.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations involving hardware, recording systems, sampling, and more. For each term, it provides a short definition from an online source as well as any relevance to the author's own production practice.
This presentation discusses how use of community radio in an international development context, and illustrates ways to use Audacity as a tool to edit audio.
This document defines common broadcasting terms used in radio and television. It provides definitions for various terms including station identification, station ID, time check, spiel, sign on, sign off, opening billboard, closing billboard, commercial spots, plug, commercial break, bumpers, announcement-on-board, live credits, closing credits, dead air, ad lib, stingers, music bed, sound effects, taped-on-air, program grid, program plan, and sequence guide. Each term is defined in 1-2 sentences with some terms including examples. The document aims to educate readers on industry terminology.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like foley artistry, sound libraries, uncompressed audio file formats like .wav and .aiff, compressed formats like .mp3, audio hardware like sound processors and digital sound processors, audio limitations like mono and stereo sound, audio recording systems like analog, digital, compact discs, digital audio tape, and MIDI. It also defines software sequencers and plug-ins. For each term, it gives a short definition and references the source URL. It sometimes provides additional details on how the term relates to the author's own production practice.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like Foley artistry, sound libraries, uncompressed audio, .wav and .aiff file formats, lossy compression, .mp3 files, sound processor units, digital sound processors, random access memory, mono audio, stereo audio, and surround sound. For each term, it gives a short definition from an online source as well as the author's thoughts on how the term relates to their own production practice and experience with game sound design.
Tom Crook produced a glossary of terms related to sound design and production for a games design course. The glossary defined 15 key terms and described how each term relates to Tom's own production practice. The terms included definitions for Foley artistry, sound libraries, uncompressed files, .wav and .aiff file formats, lossy compression, MP3 files, sound processor units, digital signal processors, RAM, mono and stereo audio, surround sound, pulse code modulation, analogue and digital audio recording, and compact discs.
gegerageSound recording glossary tom crookTomCrook
The document is a glossary assignment for a games design course requiring the student to research and define terms related to sound design and production. It contains definitions for over 20 terms with URLs citing the sources. The student provides brief explanations of how each term relates to their own production practice, such as using Foley artistry for sound effects, sound libraries for accessibility, uncompressed files for sharing audio, and mp3 for portability. Overall the document covers terminology for sound file formats, limitations, recording systems, sampling, and software.
This document provides information about hardware, software, and processes related to video editing and working with sound. It discusses using a dual monitor setup to have one screen for editing and one for monitoring sound. It explains that headphones are important for focusing on audio but final checks should be done on speakers. It also covers converting mono sound clips to stereo, normalizing audio levels across clips to ensure consistent volume, and some issues to watch for like resetting panning when normalizing.
Nathan Mather has produced a glossary of terms related to sound design and production. The glossary contains definitions for terms such as foley artistry, sound libraries, uncompressed audio files, .wav files, .aiff files, .au files, .smp files, lossy compression, .mp3 files, sound processor units, digital sound processors, random access memory, mono audio, stereo audio, and surround sound. For each term, Nathan provides a short definition from an online source as well as his own experience with how the term relates to his production practice.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, lossy compression formats like .mp3, audio hardware like sound processor units and digital sound processors, memory formats like RAM, and audio formats like mono and stereo. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own production practice.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, lossy compression and formats like .mp3, limitations of hardware like sound processor units and digital sound processors, requirements for random access memory, and descriptions of mono versus stereo audio. Each term's definition includes a short summary and link to the source, as well as the student's thoughts on how the term relates to their own production practice.
The document provides definitions and explanations of terms related to sound design and production for computer games. It contains a glossary with 15 terms and their definitions sourced from online references. For each term, the author also provides a short description of how the term relates to their own production practice. The glossary covers areas such as sound file formats, audio recording systems, MIDI, software tools, and more. The purpose is to research and explain industry-specific terminology for a course assignment on sound for computer games.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 terms researched by the student from online sources. For each term, the student provides a short definition found on the internet along with the URL source, and also describes how the term relates to their own production practice if applicable. The terms cover areas such as sound file formats, audio limitations, recording systems, and MIDI instruments.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions for terms like Foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations such as memory and processors, recording systems like analog and digital audio tape, and more. For each term, the student provided an internet definition source and described how the term relates to their own production practice, such as using sound libraries to store recorded sounds and rendering files into different formats for various uses.
This document provides definitions for sound design and production terms as part of a BTEC course assignment. It includes:
1. A template for students to research definitions of provided glossary terms and relate them to their own production practice.
2. Definitions researched by a student named Neil Rogero for terms like Foley artistry, sound libraries, uncompressed audio, .wav and .aiff file formats, lossy compression, MP3 files, sound processors, digital sound processors, RAM, mono and stereo audio, surround sound, and pulse code modulation. Each definition includes a short description and URL for the source.
3. For each term, Neil provides a brief explanation of how the researched definition
The document provides an overview of setting up a basic live sound system, including:
1) Describing the signal flow from mixing console through graphic equalizers, crossover, power amplifiers, and main speakers.
2) Explaining how to set up monitor speakers using auxiliary outputs from the mixing console.
3) Providing details on setting gain and equalization on each channel strip of the mixing console.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, limitations of audio hardware like sound cards, and audio techniques like mono, stereo, and surround sound. For each term, it gives a short definition from an online source and describes how the term relates to the author's own production practice of creating sounds for games.
This document summarizes the key details about an upcoming Field Day event being organized by the Palomar Amateur Radio Club in June 2015. It provides information on the planning efforts, dates, location, setup details, food, supplies needed, and goals for the event. The objective is to have fun operating amateur radio and demonstrating it to the public while aiming to do well in the event. Volunteers are still needed for setup and teardown.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions that Adam Copeland researched for terms like Foley artistry, sound libraries, common audio file formats like .wav and .mp3, audio limitations of hardware like the Sound Processor Unit and Digital Signal Processor, and audio techniques like mono, stereo, and surround sound. For each term, Copeland provides a short definition from an online source and describes how the term relates to his own production practice.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions that Adam Copeland researched for terms like Foley artistry, sound libraries, common audio file formats like .wav and .mp3, audio limitations of hardware like the Sound Processor Unit and Digital Signal Processor, and audio techniques like mono, stereo, and surround sound. For each term, Copeland provides a short definition from an online source as well as how the term relates to his own production practice, such as recording sounds for editing and using different file formats.
This document contains a glossary of terms related to sound design and production. It defines terms such as Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations including mono and stereo audio, audio recording systems like analog and digital, MIDI, software sequencers, plugins, and MIDI keyboard instruments. For each term, it provides a short definition and URL source, as well as describing the relevance of the term to the author's own production practice, such as using .wav files and mono audio when editing sounds, and using MIDI for creating custom music tracks.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 key terms sourced from online references. For each term, the student provided the online definition and described the relevance of the term to their own production work creating sound effects and music for a 2 minute GTA video game sequence. The glossary covers areas such as sound design methodology, file formats, audio limitations, recording systems, sampling and more.
The document is a glossary created by a student for a sound design course. It contains definitions for over 20 audio and sound design terms, sourced from online references. For each term, the student provides a short definition along with a discussion of how the term relates to their own production work. The glossary covers areas such as file formats, recording and playback systems, sampling, and audio software. The student's production practice involves using software like Reaper to create sound effects, jingles and other audio for a games design project.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving hardware like sound processor units, and audio recording systems like analog, digital discs, MIDI, and sampling concepts like bit depth and sample rate. For each term, the student provided an internet definition source and described how the term relates to their own production practice.
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This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like Foley artistry, sound libraries, uncompressed audio, .wav and .aiff file formats, lossy compression, .mp3 files, sound processor units, digital sound processors, random access memory, mono audio, stereo audio, and surround sound. For each term, it gives a short definition from an online source as well as the author's thoughts on how the term relates to their own production practice and experience with game sound design.
Tom Crook produced a glossary of terms related to sound design and production for a games design course. The glossary defined 15 key terms and described how each term relates to Tom's own production practice. The terms included definitions for Foley artistry, sound libraries, uncompressed files, .wav and .aiff file formats, lossy compression, MP3 files, sound processor units, digital signal processors, RAM, mono and stereo audio, surround sound, pulse code modulation, analogue and digital audio recording, and compact discs.
gegerageSound recording glossary tom crookTomCrook
The document is a glossary assignment for a games design course requiring the student to research and define terms related to sound design and production. It contains definitions for over 20 terms with URLs citing the sources. The student provides brief explanations of how each term relates to their own production practice, such as using Foley artistry for sound effects, sound libraries for accessibility, uncompressed files for sharing audio, and mp3 for portability. Overall the document covers terminology for sound file formats, limitations, recording systems, sampling, and software.
This document provides information about hardware, software, and processes related to video editing and working with sound. It discusses using a dual monitor setup to have one screen for editing and one for monitoring sound. It explains that headphones are important for focusing on audio but final checks should be done on speakers. It also covers converting mono sound clips to stereo, normalizing audio levels across clips to ensure consistent volume, and some issues to watch for like resetting panning when normalizing.
Nathan Mather has produced a glossary of terms related to sound design and production. The glossary contains definitions for terms such as foley artistry, sound libraries, uncompressed audio files, .wav files, .aiff files, .au files, .smp files, lossy compression, .mp3 files, sound processor units, digital sound processors, random access memory, mono audio, stereo audio, and surround sound. For each term, Nathan provides a short definition from an online source as well as his own experience with how the term relates to his production practice.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, lossy compression formats like .mp3, audio hardware like sound processor units and digital sound processors, memory formats like RAM, and audio formats like mono and stereo. For each term, it provides a short definition from an online source as well as a description of how the term relates to the author's own production practice.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for terms like Foley artistry, sound libraries, file formats like .wav and .aiff, lossy compression and formats like .mp3, limitations of hardware like sound processor units and digital sound processors, requirements for random access memory, and descriptions of mono versus stereo audio. Each term's definition includes a short summary and link to the source, as well as the student's thoughts on how the term relates to their own production practice.
The document provides definitions and explanations of terms related to sound design and production for computer games. It contains a glossary with 15 terms and their definitions sourced from online references. For each term, the author also provides a short description of how the term relates to their own production practice. The glossary covers areas such as sound file formats, audio recording systems, MIDI, software tools, and more. The purpose is to research and explain industry-specific terminology for a course assignment on sound for computer games.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 terms researched by the student from online sources. For each term, the student provides a short definition found on the internet along with the URL source, and also describes how the term relates to their own production practice if applicable. The terms cover areas such as sound file formats, audio limitations, recording systems, and MIDI instruments.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions for terms like Foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations such as memory and processors, recording systems like analog and digital audio tape, and more. For each term, the student provided an internet definition source and described how the term relates to their own production practice, such as using sound libraries to store recorded sounds and rendering files into different formats for various uses.
This document provides definitions for sound design and production terms as part of a BTEC course assignment. It includes:
1. A template for students to research definitions of provided glossary terms and relate them to their own production practice.
2. Definitions researched by a student named Neil Rogero for terms like Foley artistry, sound libraries, uncompressed audio, .wav and .aiff file formats, lossy compression, MP3 files, sound processors, digital sound processors, RAM, mono and stereo audio, surround sound, and pulse code modulation. Each definition includes a short description and URL for the source.
3. For each term, Neil provides a brief explanation of how the researched definition
The document provides an overview of setting up a basic live sound system, including:
1) Describing the signal flow from mixing console through graphic equalizers, crossover, power amplifiers, and main speakers.
2) Explaining how to set up monitor speakers using auxiliary outputs from the mixing console.
3) Providing details on setting gain and equalization on each channel strip of the mixing console.
This document contains a glossary of terms related to sound design and production for computer games. It provides definitions for terms like Foley artistry, sound libraries, audio file formats like .wav and .mp3, limitations of audio hardware like sound cards, and audio techniques like mono, stereo, and surround sound. For each term, it gives a short definition from an online source and describes how the term relates to the author's own production practice of creating sounds for games.
This document summarizes the key details about an upcoming Field Day event being organized by the Palomar Amateur Radio Club in June 2015. It provides information on the planning efforts, dates, location, setup details, food, supplies needed, and goals for the event. The objective is to have fun operating amateur radio and demonstrating it to the public while aiming to do well in the event. Volunteers are still needed for setup and teardown.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions that Adam Copeland researched for terms like Foley artistry, sound libraries, common audio file formats like .wav and .mp3, audio limitations of hardware like the Sound Processor Unit and Digital Signal Processor, and audio techniques like mono, stereo, and surround sound. For each term, Copeland provides a short definition from an online source and describes how the term relates to his own production practice.
This document contains a glossary of terms related to sound design and production for computer games. It includes definitions that Adam Copeland researched for terms like Foley artistry, sound libraries, common audio file formats like .wav and .mp3, audio limitations of hardware like the Sound Processor Unit and Digital Signal Processor, and audio techniques like mono, stereo, and surround sound. For each term, Copeland provides a short definition from an online source as well as how the term relates to his own production practice, such as recording sounds for editing and using different file formats.
This document contains a glossary of terms related to sound design and production. It defines terms such as Foley artistry, sound libraries, audio file formats like .wav and .mp3, audio limitations including mono and stereo audio, audio recording systems like analog and digital, MIDI, software sequencers, plugins, and MIDI keyboard instruments. For each term, it provides a short definition and URL source, as well as describing the relevance of the term to the author's own production practice, such as using .wav files and mono audio when editing sounds, and using MIDI for creating custom music tracks.
The document is a glossary of terms related to sound design and production for computer games. It contains definitions for over 20 key terms sourced from online references. For each term, the student provided the online definition and described the relevance of the term to their own production work creating sound effects and music for a 2 minute GTA video game sequence. The glossary covers areas such as sound design methodology, file formats, audio limitations, recording systems, sampling and more.
The document is a glossary created by a student for a sound design course. It contains definitions for over 20 audio and sound design terms, sourced from online references. For each term, the student provides a short definition along with a discussion of how the term relates to their own production work. The glossary covers areas such as file formats, recording and playback systems, sampling, and audio software. The student's production practice involves using software like Reaper to create sound effects, jingles and other audio for a games design project.
This document provides a glossary of terms related to sound design and production for computer games. It includes definitions for terms like foley artistry, sound libraries, file formats like .wav and .mp3, audio limitations involving hardware like sound processor units, and audio recording systems like analog, digital discs, MIDI, and sampling concepts like bit depth and sample rate. For each term, the student provided an internet definition source and described how the term relates to their own production practice.
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Unraveling The Complexities Of Audio Transmission For Sports Broadcasting
1. Unraveling The Complexities Of Audio Transmission For Sports Broadcasting
Courtesy: Calrec
As a Freelance TechManager/OpsProducer,it’salwaysabitof a rush to openthe email,andsee the
OpsMemo or Tech bookfor the upcomingshow.Inevitably,myeye alwaysgoestoone thingfirst…and
it’snot the camera complement,transmissionsheet,orthe mobile unitwe’re in.Italwaysgoestothe
audiotransmission,andwhat’srequired.Why?Because untilmostrecently, it’salwaysbeen mybiggest
weakness.
In an attemptto demystifyStems,LFE,BS&P, Sanitizedaudio, andsome otherthingsyoumaynot have
heard, I wentdirectlytosome of the top A1’sin the country to get some clarification.
Let’sdive rightinand start withthe basic 5 camera basketball show uptothe FOXNFL SundayGame of
the Week.
Dependingonthe size of the show,andthe NetworkorRSN,there are multiple waysof mixingaudiofor
transmission.Butlet’sstartwithsome of the basicsfortransmission,andthatisthe audioSTEMS.
2. STEMS
Stemsare defined asa discrete orgroupedcollectionof audiosourcesmixedtogether,usuallybyone
person,tobe dealtwithdownstreamasone unit.A single stemmaybe deliveredinmono,stereo,orin
multiple tracksforsurroundsound. Whenwe thinkof STEMS in sports production, we generallylookto
the individual channelsthatmake upthe audiomix.Left,center,right,andnats.
Thisbringsus to our nextpartof audiotransmission…
BASIC MIXES
There are manydifferentwaystomix audiofora show.We’ll lookatthe basicsall the way up to a
Primetime game.
The basic mix fora showisa STEREO MIX. This incorporatesfourdiscrete STEMS:
Ch1-PGMStereoLeft
Ch2-PGMStereoRight
Ch3-Mono Mix (Sumof the PGM mix Leftand Right)
Ch4-Nats
Next,we move upone level toa 5.1 mix or commonlyknownas SurroundSound,which incorporatessix
discrete STEMS:
Ch1-FrontLeft
Ch2-FrontRight
Ch3-Center
Ch4-LFE (LowFrequencyEffects)
Ch5-LeftSurround
Ch6-RightSurround
3. Courtesy: dotmedia.com
The LFE Channel isa mix of available audiosourcesselected bythe A1. The LFE fallsinthe 3-120Hz
frequencyrange.The audioconsole inthe mobileunitextractsthisfrequencyfromthe selectedsources
and sendsthemoutfor transmission.Sourcesthatare generallyput tothe LFE are musiccuts, sound
froma SpotBox,soundfromgraphics systems,andselectedmicsdependinguponthe sport.
LFE is commonlyreferredto asthe .1 Channel or subwoofer.Itshouldbe notedthatthe there isa
difference betweenthe two.Tounderstand thisfurther,Dolbyhasputouta greatdescription of this,
and youcan read aboutit here:
https://www.dolby.com/uploadedFiles/Assets/US/Doc/Professional/38_LFE.pdf
It isimportantto note that ona higher-level Networkshow,these sixdiscreteSTEMS do not necessarily
have to reside onChannels1-6for transmission.
NETWORK SPECIFICTRANSMISSION CONFIGURATIONS
All Networkshave specificconfigurationstheyuse for audiotransmission.If yousee a Remote Traffic
Orderthat asks forsix channelsof audio thatisn’tyour traditional Stereoor5.1 mix,itmay look
somethinglikethis:
Ch1-SanitizedPGML/T
Ch2-SanitizedPGMR/T
Ch3-InternationalStereoLeft
Ch4-InternationalStereoRight
Ch5-Commercial PGML/T
Ch6-Commercial PGMR/T
4. In thisscenario,there are three distinctaudio configurations.
1. SanitizedreferstoProgramaudiowithnon-copyrightedmusicplayinggoingtocommercial
breaks,or musicthat isrolledduringatease or promo. Thiscan alsoinclude the announcers
minusedoutduringcommercial breaksandrehearsals.
2. International isthe feedof ALLsources,minusthe announcers.
3. Commercial referstothe Programaudiowith copyrighted musiccuts.Thisisthe traditional live
to air feed,orthe “overthe air” feed.
Remember,all Networksarrange theirrespective audiomixesdifferently.Whenindoubt,call the TOC!
OtherRemote Opsmemosor TechBooksmay specout audiotransmissionwitheightdiscrete channels.
Thiswouldbe a combinationof SurroundandStereo:
Ch1-FrontLeft
Ch2-FrontRight
Ch3-Center
Ch4-LFE (LowFrequencyEffects)
Ch5-LeftSurround
Ch6-RightSurround
Ch7-PGMStereoLeft
Ch8-PGMStereoRight
MIXING FOR 16 CHANNELS OF TRANSMISSION
The largestscale showson remote canhave up to 16 Channelsfortransmissiononmultipletransmission
paths. We’ve alreadylookedat 5.1 Surround,StereoEFXLeftand Right,InternationalMix,anda
SanitizedLeftandRightMix.Whenwe combine all of those combinations,that’stwelve channelsright
there. Now we needtotake intoaccount Deportes,andBS&P.
In some cases, a Deportesfeedwill be necessary foragame.Deportesisa Network’sSpanishlanguage
feed,andisa divisionof the mainNetwork.The Deportes transmissionpathwilluse aLeftand a Right
Stereomix. Generally speaking, thismix isthe fullgame mix withthe Deportesannouncers, alongwitha
genericmusicmix.
If you’re sittingathome watchinga game,and all of a suddenyoucan’thear the announcer
microphones,chancesare aloudor discernable enoughexpletivehasbeendetected,and someone has
manuallyswitchedovertoa feedwhere all youhearare crowd mics.Thisisthe BS&P (Broadcast
Standardsand Practices) channel onthe transmissionpathbacktothe TOC. At the TOC, the audiofor
everyshowismonitoredforthese scenarios.
6. THE FUTURE IS NOW…ATMOS…IMMERSIVEAUDIO
FirstdeployedforbroadcastbyNBCon the openingandclosingceremoniesof the Rio2016 Olympics,
Atmosisthe nextgeneration audioplatform.DevelopedbyDolby,itwasfirstinstalledinthe Dolby
Theatre inLos Angelesin2012. Immersive Audiotakesthe traditional 5.1mix,andupsthe experience by
adding4 additional overhead speakerstocreate a three-dimensional space witha5.1.4 mix.
Courtesy: Dolby
Atmosisseeninsome circlesas a complementto4KHDR broadcasts.Karl Malone, Directorof Sound
DesignforNBC,is a leadingauthorityonImmersive Audioforremote production.
https://www.sportsvideo.org/2018/02/20/live-from-pyeongchang-karl-malone-nbcs-director-of-sound-
design-on-the-2018-games/
7. You can read more here howNBCimplementedDolbyAtmosforNotre Dame football:
https://www.sportsvideo.org/2019/12/12/nbc-sports-caps-second-year-of-dolby-atmos-for-notre-
dame-football/
So nowwhenthe email arriveswiththe TechBookattached,andyou lookat youraudiotransmission
page,you’ll instantlyhave abetterunderstandingof all the possibleconfigurationsneededforyour
show.
Special thanks to:
FredAldous,FOXSportsAudioConsultant/SeniorNFLMixer
Jeff Cohen,A1forthe NFLon FOX
Steve Miller,A1forNBC,ESPN, FOX Sports
Karl Malone,Directorof SoundDesignforNBC