Radio 1 studio setup




















All to many of you, expect it to be done for free, our consultants simply don't have the time to give their work and experience away! If you can't afford the donation, you can't afford to build a radio station. Indie 98 FM. Details here! Covers miles with good grounding at 25ft, can cover up to 4 miles when elevated to 50ft. More on Part 15 AM broadcasting here.

Like us on Facebook, to keep up with the latest projects and web site updates. Some radio stations use a dedicated microphone audio processor for each microphone. This keeps the levels consistent, and helps tailor the sound. This is where most equipment lives.

The most common piece of equipment in any radio station is by far the computer. These come in many shapes and sizes, and can perform a whole range of broadcast functions. They have become popular, in part, because they are commoditised and thus much cheaper than broadcast-specific boxes. Computers in a rack room will often be in rack-mounted server form factor, even for studios workstations. This is typically achieved by a pair of proprietary boxes communicating over a dedicated un-switched Cat6 cable.

These days, a Mix Engine usually has two plugs: network and power. As the digital controls protocols are proprietary, you almost always need to purchase your Mix Engine from the same company that makes your Audio Console. Older facilities are likely to have an Audio Router different from a Network Router. This expensive box receives all audio inputs from your entire facility, and switches them to the correct outputs. The advantage of having a router at the heart of your facility is that you can send any audio source, to any destination, at any time.

Some routers are card-based, and allow you to mix and match formats Analog, AES, etc. Most nodes have a number of inputs and outputs, with a web-based configuration interface allowing you to configure the routing. A huge advantage of StudioHub is that you can run analog audio over regular network cable, using ordinary network patch bays.

With so much broadcast equipment network-enabled, and much more using StudioHub, you can basically connect everything via network patch bays and Cat6 cable. Older facilities use a lot of Multipair Audio Cable, from cable giants such as Belden.

This will be terminated to punch-down blocks in every room and rack. Krone is a popular punch-down brand in Australia.

Most facilities will still have them somewhere. All audio and control signalling can be punched down to a Krone block and then interconnected with special patch wire loosely wound pairs of copper cable. For IDC to work, you generally need solid core cable rather than stranded cable.

If you have a digital audio network, check with your equipment vendor to ensure your switch will be compatible. Any time you need to route IP packets across subnets, you need a router. If you have a IP Audio network, you may wish to use a multicast-enabled router, although most vendors recommend against multicast routing for IP Audio as it adds a lot of complexity to the setup. The Audio Processor is usually the last piece of equipment used before your audio is transmitted. Most stations want to be the loudest, and the big Audio Processor manufacturers all claim to be the loudest and clearest.

If you have a lot of money to spend and want a dedicated box, look at Orban and Omnia. Community Radios. See more. Radio Networks. Public Radios. Web Radios. Perform network operations using Cronet. Transferring data without draining the battery.

Reduce network battery drain. Transfer data using Sync Adapters. Bluetooth Low Energy. Wi-Fi infrastructure. Discover and connect. Runtime API reference. Web-based content. Android App Bundles.

Google Play. Play Asset Delivery. Play Feature Delivery. In-app reviews. In-app updates. Google Play Instant. Get started with instant apps. Get started with instant games. Integrate with Firebase. Play Install Referrer. Play Install Referrer Library. Play Requirements. Application Licensing. Android GPU Inspector. System profiling. Analyze a system profile. Frame profiling. Analyze a frame profile. Frame Profiler UI. Customize or port game engines.

Process input events. Support game controllers. Achieve proper frame pacing. Frame pacing in Vulkan. Integrate Android Performance Tuner. Output audio. Manage memory. Use prebuilt or turnkey game engines. Develop with Defold. Develop with Godot. Develop with Unity. Use Android Performance Tuner. Game best practices. Maximize device availability. Art assets. OpenGL and Vulkan.



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