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Reboot AV

AV Fundamentals 101

The complete beginner's guide to live-event audiovisual work

Chapter 01

Introduction

There is a moment that happens to almost everyone who walks into this industry. You step into a ballroom or an arena a few hours before an event, and you see cases stacked three high, cable coiled like rope on a dock, trusses in the air, and forty people moving with obvious purpose. Nobody explains anything. Somebody hands you something and says a sentence with four words you do not know, and walks away.

Almost everyone freezes there. The freeze is not a sign that you are in the wrong trade. It is a sign that nobody has yet given you the map.

What this book actually does

This book gives you the map. Not the whole territory, because no single book can hand you a career, but the map you need to stop being lost: what the equipment is, what the words mean, how a signal gets from a microphone to an audience, how a system is drawn on paper, and what a technician actually does in the hours before a show.

It is deliberately not a gear catalogue. Models change every eighteen months, and a book organised around specific hardware is out of date before it is printed. What does not change is the underlying logic: source, processing, destination. Learn that, and any unfamiliar black box becomes a question you can answer instead of a thing you fear.

Who this is for

  • People entering audiovisual work with no technical background and no contacts in the industry.
  • Stagehands and general crew who want to understand what they are handling instead of just moving it.
  • Career changers from adjacent trades who have the work ethic but not the vocabulary.
  • Anyone who has already worked a few shows but has been faking comprehension and is tired of it.
  • Working technicians who want to level up or specialise, and need the foundation underneath the specialism rather than another lateral skill.
  • Experienced professionals who want to pass on what they know — training the crew they bring on, or building a name and an income from teaching it — and need an ordered map of the basics to teach from.

What this book will not do

It will not make you an audio engineer, a lighting designer, or a video operator. Those are specialisms that take years, and pretending otherwise would waste your time and your money. What this book does is make you competent, safe, and genuinely useful at entry level, and give you the foundation that every one of those specialisms is built on.

It also will not tell you that this industry is easy. The hours are long, the load-ins are early, and the work is physical. What it offers in return is a trade you can enter without a degree or debt, where competence is visible and gets rewarded quickly, and where the ceiling is a lot higher than most people entering it expect.

Chapter 02

How to Use This Book

Each chapter follows the same shape, and the shape matters more than it might look. You read the ideas, then you see them play out in a real situation, then you get the procedure, then you find out what goes wrong, then you practice, then you get a checklist you can actually take to work.

  1. Read the chapter body first. This is the understanding layer, and it is written to be read straight through.
  2. Read On the job. This is the same material as a real situation on a real show, which is where it stops being abstract.
  3. Work through How to do it. These are procedures you can follow on a job this week.
  4. Study What goes wrong. Experienced technicians are not people who never make mistakes; they are people who recognise mistakes early.
  5. Do the exercise before reading the answer key. Recognition feels like learning and is not.
  6. Take the field checklist with you. Photograph it on your phone. Use it until you no longer need it.

Keep a notebook

One habit is worth starting today, before the first chapter: keep a small notebook, and write the technical details in it as you meet them. Not a summary of the book — a page of the things you will need to recall exactly and will not: three levels roughly ten thousand times apart, a hundred metres per network run, eight to ten times the cable diameter for a bend, five hundred and twelve channels in a universe, which connector carries which signal, the two that must never reach an input.

Write it by hand rather than photographing this page. Copying a number puts it on paper; rewriting it in your own words is what puts it in your head, and you will find the act of deciding how to phrase it is most of the learning. A pocket notebook and a pen live in a work bag better than a laptop does, and neither runs out of battery in a dark dock at six in the morning.

Then use it twice. Read a few pages on the way to a job, which takes five minutes and turns things you half-know into things you know. And carry it on the job, because the moment you need the bend radius or the difference between a network switch and a video switcher is usually the moment you cannot stop to look it up. Add to it as you work: the thing you did not know this morning, the number somebody told you on the deck, the name of the box you could not identify. Within a season it is worth more to you than this book, because it is written in your words about the jobs you actually did.

A note on the words

This book names things the way most of the industry names them, but you should expect the words to move. Job titles, gear nicknames and even the names of cables vary by region, by company, and by whether the work is corporate, touring, broadcast or installation. The technical director on one job is introduced as the project manager on the next. A radio rack and a mic rack are the same case. A stage box is an I/O rack somewhere else.

None of that is worth arguing about, and none of it is a sign that somebody is wrong. What matters is that you can recognise the role or the object being described, whatever it is being called this week. If you can say what a thing does, you will be understood anywhere; if you can only say what it is called, you will be understood in one building. So where this book gives a term, take it as the common case and stay ready for the local one.

A note on safety

Several chapters touch on power, rigging, and working at height. This book gives you awareness, not authorisation. Awareness means you can recognise a hazard and ask the right question. Authorisation means formal training and certification, which is a separate matter and is not optional. If you are ever unsure whether you are qualified to do something, you are not. Ask. Nobody in this industry has ever been fired for asking whether a thing was safe.

The one idea underneath everything

AV is the movement of a signal from a source to a destination.

Every device exists to capture, change, route, or reproduce that signal.

When you are lost, find the source, find the destination, and work along the path between them.

Where this book sits

This is the entry point. It assumes nothing — no experience, no vocabulary, no gear. Everything else in the library assumes some part of what is in here.

Where it leads

These are not steps in an order. Take whichever one fits.

  • Audio Basics — if the sound side is what caught you
  • Video Basics — if you were drawn to screens and pictures
  • Lighting Basics — if the look of a room is what you noticed
Chapter 03

The Language of AV

Before the gear, the words. This is not because vocabulary is more important than skill, but because on a live-event crew the words are how skill gets transmitted. A show floor is loud, time is short, and instructions get given once. The technician who understands the sentence acts; the one who does not stands still, and standing still is the most visible thing you can do on a load-in.

Speak the trade, and you will be trusted on a crew far faster than your hands alone could earn it. This module gives you the mental map and the words.

What AV actually is

Audio-visual work is the craft of moving sound, picture, light, and data from a source to an audience, reliably, on time, and on cue. This is the foundation of everything that follows, and it is true of every job you will ever work, no matter how large or small.

Think about three very different events. A corporate keynote: a presenter speaks into a microphone, their slides appear on a big screen, and a camera puts their face on a second screen. A concert: a band plays, sound fills the room, lights pulse with the music, and giant video walls show the performers. A church service: a pastor is heard clearly, song lyrics appear on a screen, and the whole thing is streamed home.

These look like three different worlds, but they are not. In every one, a signal originates somewhere, gets shaped and routed through equipment, and arrives somewhere a person can hear or see it. That is AV.

A beginner walks into a venue and sees a wall of mysterious black boxes and feels lost. A professional sees a flow: this is where the sound starts, these boxes do something to it, and it comes out of those speakers. The gear is just the middle of a journey, and once you can see the journey, the boxes stop being frightening.

Every event lives in three layers. The creative layer is the vision, what the show should look and feel like. The technical layer turns that vision into real sound, picture, and light, and this is where AV technicians live. The logistical layer moves the people, gear, and schedule so the show happens safely and on time.

As an AV tech you work mostly in the technical layer, but you constantly touch the other two: the creative side tells you what they want, and the logistical side tells you when and where. Knowing which layer a conversation belongs to is half of understanding what is being asked of you.

If you remember nothing else from this entire course, remember this: AV is the movement of a signal from a source to a destination. Every piece of gear, every cable, every role on the crew exists to serve that movement.

The three equipment families

Almost everything you will ever touch belongs to one of three families. Learning to place a piece of gear in its family is the first real skill of the trade, because the family tells you roughly what the thing does and where it sits in the flow.

The audio family handles sound: capturing, shaping, and reproducing it. Microphones capture sound and turn it into an electrical signal. A mixing console is the heart of an audio system, where many sounds are balanced and combined. Amplifiers boost the signal, and loudspeakers turn it back into sound.

The video family handles the picture: capturing, switching, processing, and displaying it. Its sources are cameras, but they are also laptops carrying a presenter's slides and media servers playing back prepared content, and on most corporate jobs the laptop matters more than the camera does. A video switcher chooses which picture goes to the screen. Scalers and processors adjust that picture so the display will accept it. Projectors, monitors, and LED walls are where the picture finally appears.

The lighting family is light and the desks that control it. Fixtures are the lights themselves, from simple fixed units that only get brighter and dimmer to moving heads that pan, tilt, and change colour. A lighting console tells the fixtures what to do, and it does so by sending numbers down a data cable.

Three families, and then a set of smaller departments that the show depends on just as heavily. They are not families because they are not named for a kind of signal they produce; they are named for what they do for the other three.

Networking is the data backbone that increasingly carries all of it. A network switch connects devices and directs the flow of data between them, and more and more, audio, video and lighting all travel as data over a network, which is why even an audio specialist needs basic networking literacy today.

Control is the job of making many devices act together on cue. The gear that does it already lives in a family — a lighting console controls fixtures, a video switcher controls which picture the audience sees, an audio console routes and mutes — and a show controller sits above all three, firing cues so sound, picture and light change together. On a modern show almost all of it travels over the network.

Power is the department nobody notices until it fails, and it fails loudly. Somebody works out how much current the show draws, splits it across circuits so that audio and lighting are not sharing a supply, and gets it to the racks and the fixture bars. Every other department is downstream of this one.

Rigging is how anything ends up above head height: the truss, the motors, the points in the roof, and the certification and load calculations behind them. It is the most safety-critical work on any site, it is done by qualified people, and on a job with a truss it happens before almost anything else — which is why it drives the schedule that everybody else works around.

Two honest notes. First, the lines blur: a modern digital console is part audio and part networking, and a media server is a video source that happens to be driven by cues rather than by hand. The three families are a thinking tool, not a rigid law. Second, networking has quietly become the backbone of all of it, control included.

FamilyWhat it handlesExamples you will see
AudioSound — capture, mix, reproduceMics, mixing consoles, amplifiers, loudspeakers
VideoPicture — capture, switch, process, displayCameras, laptops, media servers, switchers, scalers, projectors, LED walls
LightingLight — fixtures and control desksConventional & moving-head fixtures, consoles, dimmers
The three equipment families, and the departments around them Audio, video and lighting are drawn as three panels side by side, each defined by what it produces: sound, picture, light. A wide dashed band beneath them holds networking, control, power and rigging, the smaller departments that serve all three and that a show depends on just as heavily. The three equipment families Named for what they produce. Everything else on a show exists to serve these three. Audio Sound Mics, consoles, amps, loudspeakers Video Picture Cameras, laptops, media servers, switchers, displays Lighting Light Fixtures, moving heads, dimmers, consoles Networking · Control · Power · Rigging Smaller departments, named for what they do for the other three. Every show depends on all four. Nothing here is optional. A show with no power, or no rigging, does not happen at all.
FIG 3.1 Audio, video and lighting are named for what they produce. Networking, control, power and rigging are smaller departments that serve all three.

Core vocabulary

Every trade has a shorthand, and on a show floor that shorthand is how a crew coordinates quickly and safely. Using it correctly is the single fastest way to be understood and trusted.

A signal is the sound, picture, light, or data being moved through the system. A source is where a signal originates, such as a microphone, a camera, or a laptop. A destination is where the signal ends up, such as a speaker, a projector, or a recorder.

Gain is how much a signal is amplified. Set the gain too low and the signal is weak and buried in hiss; set it too high and the signal distorts into a clipped mess. Good audio starts with correct gain.

Signal level matters too. Mic level is the very weak signal that comes straight out of a microphone. Line level is a much stronger standard signal that most equipment expects. Plugging a mic-level source into a line-level input, or the reverse, is a classic beginner mistake.

To patch is to connect signals from one point to another, often at a central patch bay where many connections are organized. A rack is a standardized frame that houses and organizes gear so it can power, cool, and travel safely.

FOH stands for Front of House, the mix position out among the audience. Monitors, on a stage, are the speakers or in-ear devices that let performers hear themselves, separate from what the audience hears.

Headroom is the safety margin between your normal signal level and the point where it distorts. Feedback is the painful squeal you get when a microphone hears its own sound coming back out of a speaker and the loop runs away.

TermWhat it means
SignalThe sound, picture, light, or data being moved
SourceWhere a signal originates (mic, camera, laptop)
DestinationWhere a signal ends up (speaker, projector, recorder)
GainHow much a signal is amplified
Mic / line levelTwo standard signal strengths; mixing them up causes problems
Patch / patch bayTo connect signals / the central panel where they meet
RackA standard frame that houses and organizes gear
FOHFront of House — the audience-area mix position
MonitorsSpeakers or in-ears that let performers hear themselves
HeadroomThe safety margin before a signal distorts
FeedbackThe runaway squeal from a mic hearing its own speaker

Roles and the production hierarchy

Gear matters, but people run shows, and knowing who does what is as important as knowing what the boxes do. Understanding the hierarchy tells you who to ask, who to listen to, and where you fit.

In audio, the A1 is the lead audio engineer, usually mixing at FOH. The A2 supports the A1, working on stage and in the racks, handling microphones, wireless systems, and cabling. As a newcomer, A2-style work is often where you begin.

In video, the V1 is the lead: they own the video system and sit at the switcher, choosing what the audience sees and calling the transitions with the director. The V2 is the equivalent of the A2, working at the other end of the cables — cameras, laptops, projectors and displays, adapters, and the endless business of getting a presenter's machine to hand over a picture. On a corporate job the V2 is often the person who solves the day's worst problem, because the day's worst problem is usually a laptop.

In lighting, the LD is the lighting designer or director, who decides the look of the show and how it changes through it. The board operator runs the console during the show, and on smaller jobs the LD and the board op are one person. The electricians, still called LX on paperwork in many places, rig the fixtures, run the power and the data, and focus each light where the LD wants it. Focusing is where a newcomer usually starts in lighting, and it is done up a ladder or a lift with someone calling directions from the floor.

Somebody has to decide the moment each of those things happens, and that is the show caller. On a scripted show the caller sits on comms with the running order in front of them and calls the cues aloud — standby lighting cue twelve, standby video, and then go — so that the lighting operator, the video operator and the audio operator all move on the same word. It is the reason a change looks deliberate rather than approximate, and it is why the crew wear headsets at all. On a large show the caller may be a dedicated stage manager; on a corporate job it is often the technical director or the producer holding the script. Whoever it is, the whole floor is listening to one voice, and learning to hear your own cue inside that stream of calls is one of the first real skills you will pick up.

Above the departments sits the technical director, or TD, who owns the technical execution of the entire show and coordinates across audio, video and lighting. When two departments want the same thing at the same time — the truss up while the audio crew is still on the deck — the TD decides which happens first.

The production manager, or PM, owns the job rather than the show: the schedule, the crew list, the budget, the truck, and the conversation with the client. The PM is who tells you when to arrive and who to invoice, and on a small job the PM and the TD are the same person wearing the hat that suits the question. Knowing which hat you are talking to saves a lot of time.

Stagehands are the crew who load in, push cases, build staging and set the room, and on most jobs they are the largest group on site. This matters here more than the other roles do, because it is where the majority of people reading this book will be hired first. It is not a lesser job; it is the one that decides whether the show has any chance of being ready. Turn up on time, listen to the call, handle other people's gear as if it were yours, and you will be asked back — and being asked back is how everything else on this list eventually starts.

Learn the shape of that hierarchy rather than the labels, because the labels move. On a great many jobs the person doing the technical director's work is introduced as the project manager, and on others the project manager sits in an office and never comes to site at all. Regions differ, companies differ, and corporate, touring, broadcast and installation all use the words slightly differently. What does not change is the shape: someone owns each department, someone owns the technical whole, and someone owns the schedule and the money. Work out which of those three you are talking to and you will ask the right person the right question, whatever their business card says.

During a show, the crew communicates over headsets on a system called comms or intercom, and instructions are given as a call. Good comms etiquette is simple: listen more than you talk, keep messages short and clear, identify who you are talking to, and confirm when you have done what was asked.

When the TD says on headset, A2, we have lost the handheld mic on stage left, can you check it, you now understand all of it: who is being addressed, what is wrong, where, and what is being asked.

RoleOwns
A1The audio mix — usually at Front of House
A2Stage-side audio support: mics, wireless, cabling
V1The video system and switching
LDLighting design and direction
Show callerCalling the cues live so every department moves together
Technical Director (TD)The whole show's technical execution — often called the project manager on site
Production ManagerLogistics: schedule, crew, budget
StagehandLoading, building, running, and striking the show

AV is moving a signal from a source to a destination. Almost all gear belongs to one of three families: audio, video and lighting. Networking, control, power and rigging are smaller departments the show depends on just as heavily, named for what they do for the other three rather than for a signal of their own. The core words, signal, source, destination, gain, level, patch, rack, FOH, monitors, feedback, are your interface with the crew. And a small set of roles, A1, A2, V1, LD, the show caller, TD, PM and stagehand, run the show, communicating over comms in short, clear calls.

Roles and the production hierarchyThe three departments with their lead and support roles, the show caller above them, and where a newcomer usually starts in each.PEOPLE RUN SHOWS, NOT BOXESwho to ask, and where you fitKnowing who does what tells you who to ask, who to listen to, and where you start.SHOW CALLERcalls the cues so everyone moves on one wordAUDIOA1leads, mixes at FOHA2stage and racks, mics, cablingnewcomers usually start at A2VIDEOV1owns the system, at the switcherV2the other end of the cablesnewcomers usually start at V2LIGHTINGLDdecides the lookBoard opruns the consoleLXrigs, powers, focusesnewcomers usually start at LXOn a small job one person holds several of these at once.The LD and the board operator are often the same person, and on a corporate job the caller is usually the technical director.Titles vary by country and by company — LX for electrics is paperwork in many places and nowhere in others. Who answers to whom is what travels.
FIG 3.2 The three departments, the caller above them, and where a newcomer usually starts in each.

The words that mean different things in different departments

The hardest part of this vocabulary is not the words you have never heard. It is the handful that you have heard, that you think you know, and that mean something else entirely to the department on the other side of the room. Every one of these has caused a real misunderstanding on a real show, and in every case the fix is the same: say which discipline you are talking about.

The wordIn audio it meansIn video or lighting it means
MonitorA wedge or in-ear, so a performer can hear themselvesVideo: a confidence screen showing the presenter their slides
ChannelOne input strip on a consoleLighting: one controllable parameter, 512 to a universe. Wireless: one radio frequency
Switch / switcherRarely used; a network switch is infrastructureVideo: a switcher chooses which picture goes to screen. A network switch is a completely different box
Console, or deskThe audio mixing console at FOHLighting: the lighting console, usually somewhere else entirely in the room
CueA rehearsed moment to unmute or ride a faderLighting: a stored state the desk recalls. Also the call itself, given over comms
LineLine level, a signal strengthAny discipline: a physical cable run. A mic line and a line level are unrelated ideas
GainThe first amplification stage on an inputVideo: rarely used, and where it is, it means camera sensitivity, not level

How to say it so nobody has to guess

  • Lead with the department when the word is one of these. "Video monitor" and "stage monitor" are four extra characters and cannot be misheard, where "monitor" on a busy headset can send somebody to the wrong side of the room.
  • Say the number with the noun. "Channel 12 on the desk" and "channel 12 in universe 2" are different objects, and only one of them is yours to touch.
  • When you are the one who does not know, name the discipline in your question. "Do you mean the audio console or the lighting console" is a question nobody has ever thought less of anyone for asking, and it takes two seconds.
Where this varies
  • Some of these collisions vary by sector. Broadcast uses several of these words differently again, and a theatre will use cue far more precisely than a corporate crew does. The habit of naming the discipline travels everywhere; the specific list does not.

On the job

It is seven in the morning in a hotel ballroom. A corporate client has a keynote at one o'clock. You have been on the crew for two days. The A1 is up to his elbows in a rack and says, without looking up: "Do me a favour, run a mic line from position three to the rack, and check whether FOH has power yet."

Six months ago this sentence would have been noise. Now decode it. A mic line is a cable carrying a very weak microphone-level signal, so it is almost certainly XLR. Position three is a labelled spot on the stage plot, which will be on a printed sheet or taped to the deck. The rack is the case of equipment the audio system lives in, usually stage left or in a back-of-house corner. FOH is front of house, the mix position out among the audience seats, which on this job is a small platform at the back of the room. Power means the distro has been run to it and the circuit is live.

That is one sentence with five pieces of vocabulary in it, and the entire difference between a useful crew member and a liability is whether you can unpack it in about two seconds. Nobody will ever slow down to explain it, because on a show day there is no slack in the schedule. The good news is that the vocabulary is small and finite. There are perhaps sixty words that carry ninety percent of the traffic, and this chapter contains most of them.

How to do it

Here is what to do in the first thirty minutes in a room you have never worked in. Doing this deliberately, every time, is the single fastest way to look like you have been doing this for years.

  1. Find the stage and find the audience. Everything else is described relative to those two things, including the words upstage, downstage, house left and house right.
  2. Find front of house. It is the mix position out in the room, usually a riser or table with consoles on it, facing the stage.
  3. Find the amp and equipment racks, usually offstage or in a back corner. This is where signal chains terminate.
  4. Find the power distribution. Note where the distro is and which cables come off it. Do not touch it; just know where it is.
  5. Find the printed paperwork. There is almost always a stage plot, an input list, and a schedule somewhere. Read them before asking anyone a question they answer.
  6. Identify who is running each department, and learn their names. Ask a colleague quietly rather than interrupting the person themselves.
  7. Locate the emergency exits, the fire points, and where the forklift or lift is operating.
  8. Ask one question: where do you want me? Then do that thing until it is finished, and report back rather than drifting.

What goes wrong

SymptomLikely causeWhat to do
You are given an instruction and freeze, or nod and walk away without acting.One unknown word in the sentence blocked the whole instruction.Ask immediately and specifically. Say the sentence back and name the word you do not know. It costs three seconds and buys you the rest of the day.
You call the mixing console the soundboard and get a look.Consumer vocabulary rather than trade vocabulary.Console or desk. It is a small thing, but the trade reads it as a signal about how much else you know.
You refer to every cable as a wire or a lead.Cables are named by what they carry, not by their appearance.Name the signal: a mic line, a line-level send, an SDI run, a DMX line, a network run.
You send audio to the wrong speakers and the performer cannot hear themselves.Confusing the front-of-house mix with the monitor mix.FOH is what the audience hears. Monitors are what the performers hear. They are separate mixes with separate purposes.
Instructions given over comms get missed or acted on twice.No acknowledgement, so nobody knows whether the message landed.Acknowledge every instruction on comms, briefly. Copy, or the word standing by. Silence on a headset reads as absence.
You guess at what was meant and do the wrong task well.Treating a question as an admission of weakness.Guessing costs an hour; asking costs a sentence. Experienced technicians ask constantly, which is precisely why they look confident.

Practice it

Translate each of these into plain English, then say what you would physically go and do. Write your answers before checking.

Practice it
01
Gain is too hot on channel four, pull it down before it clips.
Answer
Channel four is amplified too much and is about to distort. Reduce the gain control at the top of that channel strip.
02
Give the A2 a hand at the stage box, the wedges are dead for the panel.
Answer
The stage-side audio technician wants help at the box on stage where the inputs collect. Wedges are the floor monitors the panel hear themselves through, which is a different mix from what the audience hears. So this is a monitor problem, and you go to the stage, not to front of house.
03
Patch the lectern mic through to the recorder as well as FOH.
Answer
Send the lectern microphone's signal to two destinations at once, the main mix the audience hears and the recording device.
04
A loudspeaker is blocking a camera and has to move. Who do you ask, and who do you tell?
Answer
Ask the department that owns it. The speaker is audio, so that is the A1 or the A2, because moving it changes their coverage. Tell the technical director, because it now affects two departments at once and they own the technical whole. If it will cost time, the production manager needs to know as well. On many jobs the person doing the technical director's work will have been introduced to you as the project manager.
05
Which layer does the following belong to: the client says the opening video should feel more energetic.
Answer
The creative layer. It is a statement about how the show should feel, which will then be turned into technical decisions by someone else.
Field checklist
  • Do I know where the stage, the audience, FOH, and the racks are?
  • Have I read the stage plot and the schedule?
  • Do I know who leads audio, video, and lighting on this job?
  • Do I know the name of the person who assigns me work?
  • Have I located exits, fire points, and any lift operating area?
  • When given an instruction, did I acknowledge it out loud?
  • If a word was unfamiliar, did I ask within ten seconds rather than guessing?
Chapter 04

Gear You'll Touch

The fear that stops most newcomers is not of hard work. It is of being handed an unfamiliar object in front of people and not knowing what it is. This chapter is designed to end that fear permanently, not by listing every product on the market, but by teaching you to place any unknown box into a family within about a minute.

Your goal here is recognition, not operation. Learn what each device is and where it sits in the flow. You will learn to drive it in the track-specific courses later.

Audio gear

Dynamic Mic
Dynamic Mic
Mixing Console
Mixing Console
Power Amplifier
Power Amplifier
Main Loudspeaker
Main Loudspeaker
Floor Wedge
Floor Wedge
Subwoofer
Subwoofer

Microphones are sources: they turn sound into an electrical signal. Dynamic microphones are rugged and handle very loud sounds well, which is why they are used on stage for vocals and drums. Condenser microphones are more sensitive and detailed, and most of them need phantom power supplied from the console. The slim gooseneck microphone on a lectern or podium is almost always a condenser, and so is the shotgun on top of a camera and the pair hung over a choir.

Microphones come wired or wireless. Wireless systems send the audio over radio so a performer can move freely, and they bring their own complications around radio frequencies, which is a whole specialty of its own.

The mixing console, the board or desk, is the heart of an audio system. It takes many sources at once, gives an engineer control over the level and tone of each, combines them into the mixes the show needs, and routes those mixes onward.

Each input is a channel, the sliding controls are faders, and the combined output paths are buses. Consoles come in analog and digital flavors; digital consoles can store settings and do far more in a small space, which is why they now dominate.

Amplifiers take the relatively weak signal coming out of the console and boost it to a level powerful enough to drive loudspeakers. Loudspeakers are the destinations of the audio chain: they turn the electrical signal back into sound the audience hears.

The main speakers facing the audience are often called the mains. Subwoofers, or subs, handle the deep low frequencies. On stage, monitors, floor wedges or in-ear monitors, give the performers their own mix.

The most common beginner failure in audio is a level problem. If a channel is barely audible and full of hiss, the gain is probably too low. If it is harsh and distorted, the gain is probably too high, or a mic-level and line-level mismatch is in play. The second most common problem is feedback.

Video gear

Camera
Camera
Media Server
Media Server
Video Switcher
Video Switcher
Projector
Projector
LED Wall Panel
LED Wall Panel
Confidence Monitor
Confidence Monitor

Video has sources, processing and destinations in exactly the same way audio does, and it is worth giving it the same attention, because on corporate and conference work the video chain fails more often than the audio one and is more visible when it does.

Cameras are the video source people think of first. At an event you may have several at once: a wide shot of the whole stage, a tight shot of the speaker's face, a shot of the audience.

But on most jobs the more important source is a laptop. A presenter's laptop carrying a slide deck is a video source in the fullest sense, and it is the single most common thing you will be asked to get onto a screen. It arrives with its own resolution, its own refresh rate, its own adapter, and its own opinions about whether the display should be mirrored or extended, and every one of those is a place the picture can fail to appear.

The third source is the media server: a computer built specifically to store prepared video content and play it back on cue, frame-accurately, often to several screens at once. Where a laptop is a source somebody brought with them, a media server is a source the production owns and controls. Content-heavy shows, LED walls and anything with a timed sequence run from one.

Something has to choose which of those sources the audience sees, and that something is the video switcher. It selects which source goes to the screen and handles the transition between sources, a hard cut, a fade, a wipe. It is the video equivalent of the audio console's routing job: many inputs, a chosen output, smooth changes between them. The operator who runs the switcher works closely with a director who calls which shot comes next.

Alongside the switcher you will find scalers and processors, whose job is to adjust a picture so it matches the resolution and format a particular display needs. This is the stage that rescues the presenter's laptop.

Displays are the destinations of the video chain. Projectors throw an image onto a screen and are common for large images in darker rooms. Flat-panel monitors are the screens you already know, used for confidence monitors, signage, and smaller displays. LED walls are large screens built from many small tiled panels, and they are increasingly what a stage backdrop is made of.

The classic beginner trap in video is a resolution or format mismatch. If a source is sending a picture in a format the display cannot accept, the screen simply shows nothing, even though every cable is plugged in correctly. The fix is almost always in the processing stage, getting the source and display to agree on a format.

Lighting gear

Conventional Fixture
Conventional Fixture
Moving Head Fixture
Moving Head Fixture
Dimmer Rack
Dimmer Rack
Lighting Console
Lighting Console

Lighting is taught here from the fixture outward, because that is the order in which it makes sense. Start with the light itself and work back towards the desk.

A conventional fixture is the simplest kind. It is a lamp in a housing, and there is exactly one thing to control about it: how bright it is. A Leko, a Fresnel and a PAR can are all conventional fixtures. They differ in the shape and quality of the beam they throw, not in what you can do to them from a desk. Their brightness is set by a dimmer, a device that sits between the power supply and the fixture and decides how much of it gets through.

An LED fixture changes that. It is still a light, but now there is more than one thing to control: how bright it is, and what colour it is. Colour is built from separate red, green and blue emitters, often with white and amber as well, so a single LED wash light may have five or six separate things you can set from a desk.

That is where the word channel comes from. A channel is one controllable parameter: one number, sent from the desk to the fixture, that sets one thing. A conventional fixture on a dimmer is one channel, its intensity. A red-green-blue LED fixture is four, intensity plus the three colours.

A moving head is the same idea taken much further. As well as intensity and colour it can pan, rotating left and right; tilt, angling up and down; focus the beam; shape it with a gobo; and open or close a shutter to strobe. Every one of those is a channel of its own. A single moving head commonly occupies twenty channels, and elaborate ones occupy more than forty.

Now the universe makes sense. A universe is one run of control data carrying 512 channels, numbered 1 to 512. The protocol is called DMX512, and the 512 in its name is exactly that count. Channel numbers start again at 1 in every universe, so "channel 12" only means something once you also know which universe it is in.

Do the arithmetic and the practical consequence appears. Thirty moving heads at twenty channels each is six hundred channels, which will not fit in one universe, so that rig needs at least two data runs and a console that can output them. A room full of conventional fixtures on dimmers might use forty channels and not fill a tenth of one. The size of a lighting rig, in control terms, is not how many lights are hanging; it is how many things about them you are able to change.

Last comes the console. A lighting console is the desk that holds all of those numbers and changes them on cue. It does not know what a light looks like. It knows that channel 137 in universe 2 should travel from 0 to 255 over three seconds. Fixtures are the muscle, the console is the brain, and DMX is the nerve between them.

One piece of troubleshooting falls straight out of this, and it is worth carrying. If two fixtures on the same universe go dark together, suspect what they share: the console, or the data run feeding them. If one goes dark on its own while its neighbours are fine, suspect that fixture, its power, or its address. Knowing which side of that line you are on is most of entry-level lighting diagnosis.

FixtureWhat you can controlRoughly how many channels
Conventional on a dimmerIntensity1
LED washIntensity and colour4 to 8
Moving headIntensity, colour, pan, tilt, gobo, shutter, focus20 to 40 and beyond
Where this varies
  • DMX512 always fixes 512 channels to a universe, but consoles differ in how many universes they output and how they number them, and some count from 0. Check the desk once rather than assuming.
  • Channel counts per fixture are set by the mode the fixture is in. Many moving heads offer a compact mode with fewer channels and a full mode with all of them, and the rig will have been patched for one specific choice.

Networking basics

Network Switch
Network Switch
Cat6 Cable
Cat6 Cable

Networking, in this chapter, means the equipment whose only job is to move data between other boxes. That is a much shorter list than it first looks, because a great deal of AV gear can be put on a network without being networking gear. A digital console has a network port and is still an audio device. A moving head can take its control data over a network and is still a lighting fixture. Networkable is not the same as networking, and keeping those two apart is what stops this family quietly swallowing the other four.

So, four things.

A network switch is the device at the centre. It connects many devices together and directs data between them, much as a patch bay organises analogue connections. Note the collision of words here: a network switch and a video switcher are completely different devices that happen to share a syllable, and confusing them on a radio is a memorable way to be misunderstood.

A router joins one network to another, and is what stands between the show network and the wider world when there is a connection to it at all. On plenty of jobs the show network is deliberately kept off the internet entirely.

The cabling is Cat5e or Cat6, terminated in the familiar RJ45 connector, the same plug that connects a computer at home.

And computers. Laptops, control PCs and media servers are network devices as much as they are anything else, and on a modern show they are usually the reason the network exists.

There is one more thing you should know exists and should not try to learn here. Professional audio and video can be carried as data over exactly this kind of network instead of over dedicated audio and video cables. You will hear it called AV-over-IP, and you will hear brand names attached to particular versions of it, Dante being the common one for audio. It is real, it is growing quickly, and it is a genuine specialism with courses of its own. At this stage it is enough to know that "it is on the network" is a normal and complete answer to the question of how a signal gets from one place to another.

Control

Show Controller
Show Controller

Control is not a family, it is a job, and it earns a section of its own because it is the job that turns four separate systems into one show. Every family already holds the gear that does it: the lighting console tells fixtures what to do, the video switcher decides which picture the audience sees, the audio console routes and mutes. What follows is the layer above those.

A show controller fires cues in a planned sequence, so that at the press of a single button sound, video, and lighting all change together, exactly on time. On a show with a tightly scripted running order, this is what makes the changes feel deliberate instead of approximate.

A media server stores video content and plays it back to screens and LED walls. It is a video source. The reason people once filed it under control is that it is almost always driven by cues rather than by somebody pressing play, and that is a statement about how it is operated, not about what it produces.

Nearly all of this now travels over the network. Lighting control runs over it, audio runs over it, cue systems and timecode run over it. That is the practical reason control is not a family of its own: it has no cable and no signal type left to call its own, only a job. Control is what lets one operator coordinate many devices at once, turning a roomful of independent gear into a single show that runs on cue.

Every device has a family and a job

Scaler Processor
Scaler Processor

That is all three families, audio, video and lighting, plus the departments around them. They are worth seeing side by side, because the same small idea runs through every one of them. Every device belongs to a family, and every device plays a part in the chain: it is a source, it processes, it is a destination, or it controls the rest. Knowing those two things about a box tells you where it sits and roughly what it is for, even when you have never seen that model before. The table below is every device this chapter has named, arranged that way. Read down the Family column to take one family in on its own, or across a row to see where a single box sits in the chain.

DeviceFamilyRoleIts job in one line
MicrophoneAudioSourceTurns sound into signal
Mixing consoleAudioProcessBalances and routes many audio sources
AmplifierAudioProcessBoosts the signal to drive speakers
LoudspeakerAudioDest.Turns signal back into sound
CameraVideoSourceCaptures the picture
LaptopVideoSourceThe presenter's slides, and the most common one
Media serverVideoSourceStores and plays back prepared content on cue
Video switcherVideoProcessSelects and routes between video sources
Scaler / processorVideoProcessMakes a picture a format the display will accept
Projector / LED wallVideoDest.Displays the picture
Conventional fixtureLightingOutputOne thing to control: brightness
Moving-head fixtureLightingOutputLight that pans, tilts, colours, twenty-plus channels
DimmerLightingProcessSets how much power reaches a conventional fixture
Lighting consoleLightingControlThe brain that sends the numbers, over DMX
Show controllerAcross all fourControlFires cues so everything changes on time
Network switchNetworkingInfra.Connects devices and directs data
RouterNetworkingInfra.Joins one network to another

In audio, mics are the source, the console and amp process, and the speakers are the destination. In video, cameras, laptops and media servers are sources, the switcher and scaler process, and displays are the destination. In lighting, the console sends numbers over DMX and the fixtures turn them into light. Control coordinates all of it on cue, and networking increasingly carries the lot. Recognise the gear and its place in the flow; operating it comes later.

Reading a box you have never seen before

Stage Box
Stage Box
Format Converter
Format Converter
AV-over-IP Encoder
AV-over-IP Encoder
LED Processor
LED Processor

You will be handed gear you do not recognise, and nobody will have time to explain it. This is a method rather than a list, and the method is the most portable thing in this chapter: the panel tells you what the box is. Count the connectors, notice whether there are front-panel controls, and work out what goes in and what comes out. These eight cover most of what a new technician meets in the first month, but the point is that a ninth one you have never seen will answer the same three questions.

The boxes that defeat this method least often are the converters, and they are worth naming because they all look alike: a small metal box, a connector or two in, a connector or two out, and no controls worth speaking of. A format converter takes a signal in one form and hands it back in another, usually SDI to HDMI or the reverse, and it is the box taped to the back of a camera or hidden behind a screen. An AV-over-IP encoder does the same job with the network as its destination: picture in one end, data onto a switch out the other, with a matching decoder somewhere else in the building turning it back. And an LED processor sits between the video system and an LED wall, taking an ordinary picture and dividing it across the panels that make up the wall. Count the connectors on any of the three and the method holds: what goes in, what comes out, and therefore what it is for.

What you seeWhat it isWhat it does
Many XLR inputs, one network portStage box, also called a digital snakeCollects many microphone inputs and carries them to the console on a single network cable
Speakon outputs, big heatsinks or fansPower amplifierRaises line level to speaker level, the last device before the loudspeakers
One video in, one video outConverter, or a scaler if it changes resolutionChanges a signal's format or resolution so the next device will accept it
Small receivers with aerials, in a caseRadio rack, also called a mic rackHouses the receivers for wireless microphones
A small metal box, a jack socket in, an XLR out, one big buttonDI box, short for direct injectionTurns an instrument or laptop's unbalanced output into a balanced signal the console can take over a long cable. The big button is the ground lift, for when it hums
One five-pin XLR in, several five-pin XLR outDMX splitter, or a node if it also has a network portTakes one universe of lighting data and feeds several runs from it, so a fault on one run does not take the others down
Many identical mains outlets, large breakers, one very thick input cablePower distribution, a distroSplits one large incoming supply into the individual circuits the room needs. Look, do not touch, until you are qualified
Rack ears, rows of identical network ports, small blinking lightsNetwork switchConnects devices and directs data between them. No audio or video connectors anywhere on it is the tell

Stage box and digital snake

  • The two names describe the same device. "Snake" is older, from the thick multicore cable of copper pairs it replaced; "stage box" describes where it sits.
  • It is a source-side device. Signals travel from the stage to the console through it, which is why it lives by the stage and not at front of house.
  • Its value is cable count. Sixteen microphones that would have needed sixteen runs to the console now need one network cable, which is faster to load in and far less to go wrong.

Power amplifier

  • It sits immediately before the destination, driving the loudspeakers. Everything upstream of it works at line level.
  • Its output is speaker level, tens of volts. That is why a speaker output must never be plugged into an input; it will destroy the input.
  • Many modern loudspeakers are powered, with the amplifier built in. Then there is no separate box, but the stage is still there in the chain.

Converters, scalers and aerials

  • A converter changes format or connector, SDI to HDMI for instance, without changing the picture itself.
  • A scaler changes resolution, fitting a 1080p laptop to a screen that wants something else. One in, one out, with format options on the front is the tell for both.
  • The aerials are the small antennas on the front of a wireless receiver. "Aerial" and "antenna" mean the same thing. They need line of sight to the transmitter, which is why a radio rack buried at the back of a rack pile causes dropouts.
Where this varies
  • Names vary by region and by manufacturer. A stage box may be called an I/O rack, a snake head, or by its model name. Describe what it does and you will be understood anywhere.
  • Not every box with network ports is a stage box. Plenty of gear now carries audio over a network. What identifies a stage box is the bank of microphone inputs beside those ports.

On the job

A truck backs into the dock at six in the morning for a two-day conference. It is a three-room job: a main ballroom for the keynote, and two breakout rooms upstairs running their own sessions. You are on the load-in crew, and the only thing anyone will judge you on today is whether cases end up where they belong.

The order cases come off in is not random. It follows the order the rooms get built. Heavy structural items first, because nothing can be hung until the rigging points and truss are dealt with. Then power distribution, because nothing works without it. Then the large mechanical items that take longest to position, screens and staging. Then audio, video and lighting in their department groups. Last off are the small, valuable and delicate cases, microphones, radio racks, laptops and control surfaces, which go straight to a secured area.

Every case is therefore carrying two answers, and you need both. Which department does it belong to, and which room is it going to. A case marked BALLROOM AUDIO and a case marked BREAKOUT 2 AUDIO are the same kind of gear going to two different floors of the building, and putting the second one next to the first costs somebody a trip in a service lift an hour later. Read the label, read the tape colour, and when a case says only one of the two, ask which room before you move it rather than after.

This is the whole job at entry level, and it is not a small one. A crew that spends its first hour re-sorting misplaced cases starts the day an hour behind, and that hour is taken out of the end of the build, which is the part with the client watching. The single most useful thing you can do on a load-in is put the right case in the right place, in the right room, without being asked twice.

How to do it

Here is how to identify an unfamiliar piece of equipment quickly, without looking it up and without admitting defeat.

  1. Look at the connectors on the back. Connectors tell you what kind of signal the device deals in, and therefore which family it belongs to.
  2. Count the inputs and outputs. Many inputs and few outputs means the device combines or selects. Few in and many out means it distributes.
  3. Look for a screen and controls on the front. Operator-facing controls mean it is a console or a processor rather than an amplifier or a distribution device.
  4. Check whether it is rack-mounted and how much rack space it takes. Rack gear tends to be processing and infrastructure; standalone items tend to be sources or destinations.
  5. Read the label and the model name aloud in your head. Words like matrix, switcher, scaler, splitter, amp, and gateway describe function directly.
  6. Place it in a family: audio, video, lighting, or networking. Then place it in the flow: is it a source, does it process, or is it a destination?
  7. If you still cannot tell, ask. The correct phrasing is what is this and where does it go, which nobody has ever objected to.

What goes wrong

SymptomLikely causeWhat to do
You plug a microphone into an input and the sound is faint and hissy even with the gain up.A mic-level signal has gone into a line-level input, so it is far too weak for what that input expects.Move it to a proper microphone input, or use a preamplifier. Match the level to the input.
Sound is loud and distorted the moment it is connected.A line-level source has gone into a microphone input, so it is far too strong.Engage the pad on that channel or use a DI box designed to handle the level.
A condenser microphone produces nothing at all.It needs phantom power, which is not switched on for that channel.Enable phantom power on that input. Turn it off again before unplugging, and never apply it blindly to ribbon microphones.
A loud thump comes through the speakers during setup.Equipment powered up or cables moved while the amplifiers were already live.Power up from source towards the speakers, and power down in the reverse order. Amplifiers on last, off first.
A laptop shows a picture on its own screen but nothing reaches the projector.The output is not enabled, the resolution is unsupported, or the adapter is not passing signal.Confirm the display is duplicated or extended, set a standard resolution, and test the adapter, which is the most common failure point.
A moving light responds to nothing while others in the same run work.Address, data termination, or a break in the control run at that fixture.Check its address first, then the data cable in and out of it, then whether the run is terminated.
Equipment works in the shop and fails in the venue.Usually power quality, a different cable, or something knocked in transit.Change one variable at a time. Swap the cable first, because cables fail far more often than devices do.

Practice it

For each description, name the family and say whether it is acting as a source, a processor, or a destination.

Practice it
01
A box with sixteen XLR inputs on the back, a single network connector, and no front-panel controls, sitting beside the stage.
Answer
Audio, acting as a source-side device. It is a stage box or digital snake, converting many microphone inputs onto a single network run back to the console.
02
A device with one video input, one video output, and a menu offering resolutions and aspect ratios.
Answer
Video, acting as a processor. One in and one out with format options is a scaler or converter.
03
A fixture with a motorised head, patched in a mode that uses twenty-two channels, hanging on a truss with fifteen others just like it.
Answer
Lighting, acting as a destination: it is where control data becomes light. It is a moving head. Sixteen of them at twenty-two channels each is 352 channels, so the whole truss fits inside one universe of 512, with about 160 channels spare. Add another sixteen and it does not fit, and the rig needs a second universe.
04
A rack-mounted computer with several video outputs, a great deal of storage, and a timeline on its screen, living in the video world.
Answer
Video acting as a source, driven by cues rather than by hand. It is a media server, storing prepared content and playing it back on cue, often to several screens at once. It is the clearest example of control being a job a device does rather than a family it belongs to.
05
A rack-mounted box with many identical network ports, a small status display, and no audio or video connectors anywhere on it.
Answer
Networking, acting as infrastructure. It is a network switch carrying audio, video, or lighting data between devices. The absence of any audio or video connector is what tells you.
06
A small metal box with a jack socket on one side, an XLR on the other, and a single large button on top.
Answer
Audio, acting as a processor right at the source. It is a DI box, turning an unbalanced instrument or laptop output into a balanced signal that will survive a long cable run. The button is the ground lift, for when the result hums.
Field checklist
  • Have I matched signal level to input type, mic to mic and line to line?
  • Is phantom power on only where it is needed and wanted?
  • Am I powering up from source towards the amplifiers, and down in reverse?
  • Have I checked the cable before suspecting the device?
  • Does every case I move have both answers on it, which department and which room?
  • Are small, valuable, and delicate cases secured?
  • If I do not recognise something, have I asked what it is and where it goes?
Chapter 05

Signal Flow

This is the most important chapter in the book. Everything else is vocabulary and inventory; this is the actual thinking skill of the trade. A technician who can trace a signal is employable in any department, in any country, on any equipment, because the logic does not change when the brand does.

The single most important mental model in AV. Master this one module and the whole industry starts to make sense.

The source, processing, destination model

Every signal travels the same way: source, then processing, then destination. A microphone sends its signal down a cable to a console, which sends it to an amplifier and then a loudspeaker. A camera feeds a switcher, which feeds a projector. A laptop sends slides through a scaler to an LED wall.

The gear changes from job to job; the shape of the journey never does. So sort every device you meet into one of three buckets.

Sources originate a signal: microphones, cameras, laptops, playback machines, instruments. Processing devices shape or route it on the way: consoles, switchers, scalers, amplifiers, processors, matrixes. Destinations consume it at the end: speakers, projectors, LED walls, monitors, recorders.

Some devices do more than one job, a powered speaker both amplifies and is a destination in one box, but the three buckets still let you reason clearly about where any device sits and what it is probably doing.

When a pro looks at any device, they instantly ask two questions: what is upstream of this, what feeds it, and what is downstream, what it feeds. Build this reflex now. It is the root of every diagnostic skill in the trade.

Audio signal levels: mic, line and speaker

Everything in this section is audio. Video and lighting have their own formats and their own mismatches, but level in the sense used here, how strong a signal is, is an audio idea, and it is the one that causes the most damage when it is misunderstood.

Audio signals come in three strengths, and they are not interchangeable.

Mic level is the very weak signal that comes straight out of a microphone, somewhere around −60 to −40 dBu. It is so weak that it has to be amplified before anything useful can be done with it, and that first amplification is what the gain control on a console channel is doing.

Line level is a much stronger, standard signal that equipment uses to talk to other equipment. Professional line level is +4 dBu; consumer gear, including most laptops, runs about 12 dB lower at −10 dBV, which is why a laptop plugged into a professional input often sounds quiet until somebody accounts for it.

Speaker level is the powerful signal that comes out of an amplifier to drive a loudspeaker, at tens of volts. It is in a different world from the other two. Sending speaker level into a line input will destroy that input, which is why speaker connectors are physically different and why you should never improvise an adapter between them.

Those are wildly different strengths, and connecting one where another belongs is the classic error. A mic-level source in a line-level input is far too quiet and hissy. A line-level source in a mic input is far too loud and distorts immediately.

Which brings us to the pad. Attenuation means reduction, and a pad is a switch that attenuates a signal before the preamp ever sees it, so a source that is louder than the input expects arrives at a level the input can handle. It is usually −20 dB, sometimes −10 or −30, and the value is printed on the panel.

You reach for it when a line-level feed is going into a mic input, when a microphone is very close to something loud like a guitar cabinet or a kick drum, or when a DI box is fed by an active keyboard. The symptom that calls for it is specific and worth memorising: distortion that does not clear when you turn the gain down. That means the input is being overloaded ahead of the gain control, so the gain control has nothing to work with. The pad is the only thing that helps.

Two more numbers belong here. Phantom power is +48 V DC, sent up a microphone cable from the console to power a condenser microphone. It is invisible and harmless to most gear, but it must be switched off before you unplug, and never applied blindly to a ribbon microphone. And unity is 0 dB, meaning no change at all; it is the marked position on a fader, and it is where you start rather than where you end up.

One more distinction belongs here, and one earns a section of its own. Balanced connections such as XLR resist picking up noise over long cable runs, which is why professional audio uses them; unbalanced connections are fine over a metre or two and get noisy when stretched. The other is analog against digital, and it belongs on its own because it changes how a fault behaves rather than how a signal is measured. That is the next section.

TermThe number behind itWhere you meet it
Mic levelAbout −60 to −40 dBuStraight out of a microphone, before any preamp
Line level+4 dBu professional, −10 dBV consumerConsole outputs, laptops, playback devices
Speaker levelTens of voltsAmplifier out to loudspeaker. Never into an input
Pad, or attenuationUsually −20 dB; sometimes −10 or −30A switch on a preamp or DI, for a signal that is too strong
Phantom power+48 V DCSent up a mic cable to power a condenser microphone
Unity0 dB, meaning no changeThe marked position on a fader
Where this varies
  • Pad values are not standardised. −20 dB is the common case, but read the panel, because a −10 dB pad on a very hot source may not be enough.
  • Some consoles apply the pad before the gain stage and some switch in a different input entirely. The effect is the same; the position of the switch on the strip is not.
Mic, line and speaker level compared The three standard audio signal levels drawn on one logarithmic voltage axis, showing that speaker level is roughly ten thousand times mic level. THREE LEVELS — TEN THOUSAND TIMES APART MIC LEVEL−60 to −40 dBustraight out of a microphone LINE LEVEL−10 dBV to +4 dBuwhat equipment uses to talk to equipment SPEAKER LEVELtens of voltsamplifier out to loudspeaker 0.001 V0.01 V0.1 V1 V10 V100 V ≈ 10,000 × THE VOLTAGE Typical values on a logarithmic axis. Speaker level into a line input destroys the input — which is why the connectors differ
FIG 5.1 Mic, line and speaker level on one logarithmic voltage axis.

Analog and digital, and how each one fails

Start here, because it is the thing that stops digital feeling like magic: the two ends of every chain are analog and always will be. Sound is a pressure wave in air, which is analog. A microphone diaphragm moves with that wave and produces a voltage that moves the same way, which is analog. At the other end a loudspeaker cone has to push air, which is analog. Nothing digital happens at either end of any system you will ever work on, because air does not accept numbers.

Digital is what happens in the middle, and only in the middle. Somewhere after the microphone a converter measures that analog voltage thousands of times a second and writes down what it found; somewhere before the loudspeaker another converter reads those numbers and rebuilds a voltage from them. Everything between those two points is arithmetic. Everything outside them is physics.

That is why the analog fundamentals in this book are not history. Level, gain, headroom, balanced and unbalanced, and every connector on the plate are analog ideas, and they still decide whether a digital system works, because they govern what arrives at the converter and what leaves it.

An analog signal is a continuous electrical copy of the thing it represents. The voltage rises and falls in the same shape the air pressure did, which is why you can put a meter on it, listen to it, and watch it degrade. A digital signal is that same information turned into numbers and sent as data. Somewhere a converter measured the analog voltage thousands of times a second and wrote down what it found; somewhere else another converter reads those numbers back and rebuilds a voltage from them.

That is the whole of the theory you need at this level. Everything below is the part that changes what you do on a show day, and it is worth more to you than the theory is.

They fail in completely different ways, and that decides how you diagnose. An analog signal degrades. It picks up hum from a nearby mains cable, hiss from a badly set gain, noise from a long unbalanced run, and it gets worse gradually — you can hear a fault approaching, and you can hear whether you are making it better or worse. A digital signal does not degrade at all until it fails completely. The numbers arrive intact or they do not arrive. A network run that is marginal does not sound slightly worse; it works perfectly and then drops out, and it may do that once an hour.

This catches people out constantly, because the instinct built on analog experience is exactly wrong here. On an analog line, "it sounds a bit rough" means look for a cause and expect to find it somewhere on a spectrum. On a digital link, there is no spectrum. There is a fault or there is not, so the question changes from "what is degrading this" to "what is interrupting this" — a marginal connector, a run near its length limit, a switch dropping packets, a device that has lost its place.

You cannot follow a digital signal by ear, and that changes the half-split. The method in the next section works by observing the signal at a midpoint. On an analog chain you can do that almost anywhere: a headphone jack, a meter, a spare input. On a digital chain the signal is unreadable between the converters — a network cable carrying sixty-four channels of audio tells you nothing when you hold it. What you get instead are status lights, a device's own metering, and the software that manages the network. Those become your observation points, and if you do not know where they are on the equipment in front of you, you cannot half-split a digital system at all.

Latency is a digital-only problem, and it accumulates. Converting analog to digital takes time, every processing step takes more, and converting back takes time again. Each stage is a small number, and a signal that passes through a stage box, a console, a processor and an amplifier has paid all of them. It is why a performer can say their in-ears feel late when every level is correct, and it is why adding one more device to a monitor path is not a free decision. Analog has no equivalent: an analog signal arrives at the speed of electricity and the only meaningful delay is the sound travelling through air.

The conversion points are where the problems live. A digital system is not digital end to end. A microphone is analog. A loudspeaker is analog. Between them the signal is converted at least twice, and those converters are where an analog problem sneaks into a digital system — a gain set too high clips at the converter and stays clipped in the numbers forever, because there is nothing further down the chain that can un-clip it. Everything you learned about levels applies at exactly those points and nowhere else.

One more word to recognise rather than to learn. Digital devices sharing audio have to agree on timing, and the agreement is called clock. When two devices disagree you hear clicks and pops rather than a gradual fault. You do not need to configure it at this stage; you need to recognise the symptom and know it is not a bad cable, because you can spend an hour on a cable that is fine.

What changed, and roughly when. For most of the history of this trade the console in the middle was analog too. Every channel was a physical strip of circuitry, every knob was connected to the thing it controlled, and the desk was as large as the number of channels demanded. A forty-channel console was a piece of furniture. Recall did not exist: at the end of a show you wrote your settings on a sheet of paper, and at the start of the next one you set them again by hand.

Digital consoles arrived through the 1990s and 2000s and became normal in the 2010s, and they now dominate everything except boutique studio work and small analog installs. The change is not that they sound better — a good analog desk sounds excellent — but that the audio path became software. Once it is software, one physical strip can be assigned to any channel, the whole state of the desk can be saved and recalled in seconds, and processing that used to be a rack of outboard is included.

You will still meet analog. Small venues, houses of worship, schools, rehearsal rooms and plenty of corporate flypacks run analog mixers because they are cheap, immediate and have nothing to boot. Knowing both is not nostalgia; it is a Tuesday.

The honest ledger. Neither is simply better, and anyone who tells you otherwise is selling something.

Analog is immediate. There is no boot time, no latency, no menu, and no software state to be wrong. What the knob says is what the circuit is doing, which makes it fast to learn and fast to fix under pressure. It degrades gracefully, so a marginal problem is audible early rather than catastrophic late. And it does not care about clock, networks or firmware versions.

Analog costs you size, weight and money per channel, because every channel is real circuitry. It has no recall, so a multi-day event with different setups each day is a manual reset each morning. Noise accumulates at every stage — every cable, every amplifier, every patch — and it is cumulative in a way digital noise is not. And processing means outboard equipment, which means more boxes, more cables and more to go wrong.

Digital gives you recall, which on a corporate job with four rooms and six configurations is not a convenience but the difference between possible and impossible. Its signal path is essentially noiseless once converted; it will send sixty-four channels down one network cable instead of a multicore that two people carry; and its processing is included, consistent and copyable between shows.

Digital costs you latency, which accumulates and matters most where it hurts most, in monitors. It fails abruptly rather than gradually. It adds dependencies that have nothing to do with audio — clock agreement, network configuration, firmware compatibility between devices that both claim to be standard. It boots, which means a power blip is minutes rather than seconds. And its menus hide state: something can be wrong three layers into a screen with nothing on the surface to show it.

AnalogDigital
How it failsDegrades gradually — hum, hiss, noiseWorks perfectly, then stops. No middle
What a marginal link doesSounds worseDrops out intermittently
Observing it mid-chainMeter, headphones, a spare inputStatus lights and the device's own metering
Delay through the systemEffectively noneAccumulates at every stage
Where level mattersEverywhere in the chainAt the converters, and it is permanent
Typical first suspectCable, connection, gainConnector, run length, switch, clock

The practical version is one sentence. If it sounds bad, think analog. If it is either perfect or absent, think digital — and stop looking for a cause that lives on a spectrum.

Tracing a chain

Tracing means following a signal from its source all the way to its destination, naming every stage it passes through. It is a skill you build by starting simple and adding complexity.

Take the simplest possible real system, one microphone heard through one speaker, and name every stage in order: the microphone, the mic cable, the console input, the console processing, the console output, the cable to the amplifier, the amplifier, the speaker cable, and finally the loudspeaker. That is nine stages for the simplest system imaginable.

Every one of those stages is a place the signal could be helped or stopped. Now add complexity one branch at a time. Add a second microphone: that is just another short chain joining the console. Add a recording feed: the console sends a copy of the mix out to a recorder. Add stage monitors: the console sends a separate mix to the performers' speakers.

Here is the crucial insight: a complex system is not different in kind from a simple one. It is simply several simple chains layered on top of each other, all meeting at shared points like the console. If you can trace one chain, you can trace any system, because you just trace one chain at a time.

Tracing is also the heart of troubleshooting. A fault is nothing more than the point where a signal stops travelling. When something does not work, you walk the chain from source to destination, checking at each stage whether the signal is still present, until you find the place it disappears.

The break is between the last point where you found signal and the first point where you did not. That calm, methodical walk is what separates a professional from someone flailing.

Connectors and cables

XLR
XLR
HDMI
HDMI
Fiber Optic
Fiber Optic

Before the table below, two things about it that are easy to miss.

The first is that a connector is a strong hint about what kind of signal is on the other end of it. Connectors are not arbitrary shapes; the trade settled on them so that you cannot easily plug a lighting data run into a loudspeaker. When someone hands you a cable and you recognise the connector, you already know roughly what the cable carries, which half of the room it belongs in, and which department to hand it back to. That is why this table is worth learning properly rather than looked up each time.

The second is that the cable between the connectors is not neutral. Length costs you signal, and how much it costs depends on what the cable is carrying: an unbalanced audio run goes noticeably noisy over ten metres where a balanced one is untroubled at fifty, HDMI becomes unreliable somewhere around fifteen metres without help, and SDI on decent coax will run a hundred without complaint. Quality matters in the same direction. A cheap cable is not merely a cable that might break; it is one that attenuates more, shields less, and fails intermittently rather than cleanly, which is the worst way for anything to fail on a show day. This is the reason a venue's permanently installed tie lines are usually better than whatever is in the bottom of a trunk.

Connectors are the physical links between the stages of a chain, and choosing the right one for a signal is a foundational, everyday skill. You need to know which connector goes with which kind of signal, so that when someone asks for the right cable, you grab it off the wall the first time.

XLR carries balanced audio at mic or line level, used for microphones and professional audio interconnects. TRS and TS quarter-inch carry audio for instruments, line connections, and headphones. SDI on BNC carries professional video over long, reliable coax runs for cameras and switchers.

HDMI carries consumer and pro video plus audio over short distances, for laptops and displays. DisplayPort and Mini-DisplayPort do the same job on many laptops, usually reaching the room through an adapter, and USB-C increasingly carries picture, sound, data and charging down one lead — though only on machines wired for it, which is why you test it rather than assume it. VGA is the old blue fifteen-pin plug still bolted to venue plates and older laptops: analogue, picture only, no audio, and a reliable way to be surprised at the last minute.

Cat5e and Cat6 with RJ45 carry network data and AV-over-IP, and etherCON is the same connector in a metal shell that survives being walked on, which is why it is what you find on stage boxes and touring racks. Fiber optic carries video or data over distances too long for copper. DMX on a five-pin XLR carries lighting control data from the console to the fixtures.

Two more belong on the audio side and are easy to overlook. The 3.5 mm mini-jack is the small headphone plug, and on corporate work it is the single most common way a presenter's sound reaches the system — usually through an adapter into a DI box. RCA, the red-and-white pair, turns up on older playback gear. And speakON carries speaker level, tens of volts, from an amplifier to a loudspeaker: it is deliberately shaped so it cannot be mistaken for anything else, because that voltage into a line input destroys the input.

Power gets its own shapes for the same reason. IEC is the kettle lead that goes into almost every device you will touch. powerCON and Edison feed the racks and the fixtures. Socapex carries six circuits of mains in one fat multicore out to a bar of lighting fixtures, which is why a lighting call has fewer cables running to it than the fixture count suggests.

A few habits around cable care will mark you as a professional quickly. Coil cables properly using the over-under technique so they last and lay flat. Disconnect at the connector: take hold of the connector itself, release whatever holds it, and unplug it. Never unseat a cable by dragging on the jacket, and never force a latched connector without releasing the catch first. Keep power and audio cables from running alongside each other for long distances. Treat connectors gently.

When a signal will not pass, suspect the connections first. Reseat the cable, swap in a known-good cable, and confirm you are using the right connector type. The large majority of dead channels are a bad cable or a loose connection, not a broken box.

Connector / cableFamilyCarriesTypical use
XLR (3-pin)AudioBalanced audio, mic or lineMics and pro audio interconnects
TRS / TS (1/4-inch)AudioAudio, balanced or unbalancedInstruments, line, headphones
3.5 mm mini-jackAudioUnbalanced stereo audioLaptop and phone sound — usually via a DI
RCA (phono)AudioUnbalanced audioOlder playback gear
speakON (NL4)AudioSpeaker level — tens of voltsAmplifier to loudspeaker. Never an input
SDI (on BNC)VideoProfessional videoCameras and switchers, long coax runs
HDMIVideoVideo plus audioLaptops and displays, short runs
DisplayPort / Mini-DPVideoVideo plus audioLaptop outputs, often via an adapter
USB-CVideoVideo, audio, data and powerModern laptops — confirm it carries picture
VGAVideoAnalogue video only, no audioOlder laptops and venue wall plates
Cat5e / Cat6 (RJ45)NetworkingNetwork data, AV-over-IPNetworking, networked A/V, control
etherCONNetworkingAs RJ45, in a metal shellStage boxes and touring racks
Fiber opticNetworkingVideo or data, long distanceRuns too long for copper
DMX (5-pin XLR)LightingLighting control dataFrom the console to the fixtures
IECPowerAC power — not signalThe lead into almost every device
powerCON / EdisonPowerAC power — not signalPowering racks and fixtures
SocapexPowerSix circuits of AC in oneDistro out to a bar of fixtures

Every signal goes source to processing to destination. Tracing a chain, naming every stage in order, is how you understand a system and how you find a fault, the point where the signal stops. Audio has three levels, mic, line, and speaker, that are not interchangeable; signals can be analog or digital, balanced or unbalanced. Connectors are the physical links, and choosing the right one is an everyday skill. When in doubt, suspect the connection first.

Connectors and what they carry Seventeen audiovisual connectors drawn at approximate relative size, each labelled with the signal it carries. The four drawn in red carry speaker level or mains power rather than signal, and must never reach an input. Drawn at approximate relative size. A connector implies a signal type; it does not guarantee one. The four in red carry speaker level or mains power. Neither belongs anywhere near an input. XLR (3-pin) Balanced audio, mic or line TRS / TS 1/4" Instrument, line, phones 3.5 mm mini-jack Laptop and phone sound RCA (phono) Unbalanced audio, older gear BNC SDI video over coax HDMI Video with audio, short run DisplayPort Laptop video, often adapted USB-C Video, audio, data, power VGA Analogue video, no audio RJ45 Network data, AV-over-IP etherCON RJ45 in a metal shell Fiber (LC duplex) Data too far for copper XLR 5-pin DMX lighting control speakON Speaker level, not signal IEC Mains into most devices powerCON Mains power — not signal Socapex Six mains circuits in one When in doubt, trace the cable rather than trust the plug.
PLATE I The common connectors at relative size, and what each one carries.

A side note on wireless

In Ear Monitors
In Ear Monitors

Wireless deserves a mention here and a course of its own elsewhere, because it is not a different kind of signal flow. It is an ordinary chain with one link replaced: instead of a cable between two devices, there is a transmitter, a stretch of air, and a receiver. Everything either side of that link behaves exactly as it always does.

LinkWhat it isHow it fails
SourceWhatever is feeding the transmitter — a microphone capsule, a camera's output, an instrumentAs it always would. The radio part is not involved yet
TransmitterThe device that puts the signal on the airSwitched off, muted, out of power, or set to the wrong frequency
Radio pathThe air between transmitter and aerialDistance, a body or a wall in the way, or another transmitter on the same frequency
ReceiverThe unit with aerials on it, usually in a rackWrong frequency, aerials obstructed or missing
Cable onwardThe short run out of the receiver into whatever comes nextUnplugged, or a faulty cable. An ordinary cable fault

What people get wrong about it

  • The transmitter is not always something a performer holds. A camera operator's transmitter sends video from a roaming camera to the switcher, an in-ear system transmits to a performer rather than from one, and plenty of transmitters are bolted to the back of a device and never touched.
  • It does not always run on batteries. Beltpacks and handhelds do, which is why battery is the first check on those; a camera transmitter or an in-ear transmitter in a rack is usually mains powered, and checking its battery will waste your time.
  • Mute exists in at least three places on the same signal, and any one of them silences it — at the transmitter, at the console channel, and at the output feeding a set of speakers. Check all three before you touch anything physical. It costs seconds and it is the most common cause of a channel that is dead for no visible reason.
Where this varies
  • Battery life varies enormously with transmitter power and battery type. Do not carry a number from one system to another; run your own rig down once and find out what it really gives you.
  • Radio frequency coordination, which is how you stop two transmitters landing on the same frequency, is a real discipline and is out of scope here. On a job with more than a handful of channels, somebody has done it deliberately and you should not retune anything without asking them.

On the job

Twenty minutes before doors. The client's presenter plugs in a laptop at the lectern and the main screen stays black. Six people are watching you, and one of them signs the invoice.

The instinct is to start pressing things. Resist it. Pressing things at random destroys the information you need, because you can no longer tell which change caused which result. Instead, state the chain out loud: laptop, adapter, cable to the floor pocket, tie line to the video rack, switcher input, switcher output, scaler, long run to the projector, projector, screen.

Now do not test it end to end. Test the middle. Bring up the switcher's preview on a confidence monitor. If the laptop's picture is there, the whole first half of the chain is fine and the fault lies between the switcher and the screen. If it is not there, everything after the switcher is irrelevant and you have halved the problem in one move.

Say the laptop's picture is not on the preview. Halve again: swap the adapter, which is the single most common failure point in that half. If a picture appears, you are done and you have solved it in ninety seconds without touching the projector. This is not talent. It is method, and the method is teachable in an afternoon.

How to do it

The half-split method. Use it for audio, video, lighting, and network faults alike. It is the difference between a technician and someone who swaps cables hopefully.

  1. State the chain out loud or on paper, from source to destination, naming every device the signal passes through.
  2. Confirm the fault. Is it truly absent, or is it present but wrong? Absent and wrong are different problems with different causes.
  3. Find the midpoint of the chain, and find a way to observe the signal there: a preview output, a meter, a headphone jack, a status light.
  4. Test at the midpoint. You have now eliminated half the chain, whichever way the answer goes.
  5. Repeat inside the half that still contains the fault, until you are down to one link.
  6. Within that link, suspect in this order: the cable, the connection, the setting, then the device. Cables and connections fail far more often than equipment does.
  7. Change one thing at a time, and put back anything that did not fix it. Multiple simultaneous changes make the fault untraceable.
  8. When it is fixed, say what it was, so the rest of the crew learns it and so it goes in the show notes.

What goes wrong

SymptomLikely causeWhat to do
No signal at all at the destination.A break in the path, a wrong source selected, or no power at some device in the chain.Half-split. Confirm power and source selection before suspecting cable, because they are faster to check.
Signal is present but weak, or noisy and hissy.Level mismatch, or gain set too low early in the chain and made up later.Set gain correctly at the first stage. Amplifying a weak signal later amplifies the noise with it.
Signal is present but distorted or clipped.Too much level somewhere in the chain, exceeding what the next stage can accept.Work forward from the source, finding the first point where the meter is in the red, and reduce there.
Intermittent dropouts that come and go.Usually a marginal physical connection, a damaged cable, or something being stood on.Flex cables gently along their length while watching the meter. Replace rather than repair on a show day.
Audio feedback squeal when a microphone is opened.The microphone is hearing its own amplified sound back from a speaker.Reduce gain, move the microphone out of the speaker's coverage, or reduce the offending frequency. Position first, processing second.
Video appears but is the wrong size, cropped, or stretched.Resolution or aspect-ratio mismatch between source and display.Set the source to a resolution the display natively supports, and check the scaler's aspect setting.
Everything is correct and it still does not work.An assumption in your stated chain is wrong; the signal is not going where you think.Verify the path physically rather than from the drawing. Follow the actual cable with your hand.

Practice it

Two faults, one method. Work through the video chain first, because it is the one you just watched being solved, then the audio one. Write your answers before checking.

The video chain is: presenter's laptop, adapter, cable to the floor pocket, tie line to the video rack, switcher input, switcher output, scaler, long run to the projector, projector, screen.

The audio chain is: handheld transmitter, receiver in the radio rack, short XLR to the stage box, network run to the console, console channel, matrix output, amplifier, speaker.

Practice it
01
The screen is black. Where is the midpoint of the video chain, and how would you actually observe the signal at that point?
Answer
The switcher is the midpoint. You observe it on a confidence monitor or the switcher's own preview output, which is exactly what a preview exists for: to let you see a source before it goes anywhere near the audience.
02
The laptop's picture is on the switcher's preview. Which half of the video chain is eliminated, and what do you check next?
Answer
Everything from the laptop to the switcher is working, so the fault is between the switcher and the screen. Check the switcher's output routing first because it costs seconds, then the scaler's format, then the long run and the projector's input selection.
03
Instead, the preview is black too. Name the three things you would check first, in order, and say why the adapter is on that list.
Answer
The adapter, the laptop's display setting, and the cable, in that order. The adapter is first because it is the single most common failure point in that half of any chain, it is the cheapest thing to swap, and it is usually the newest and least-tested item in the room.
04
The handheld microphone is silent, and the console channel meter is moving. Which half of the audio chain is eliminated, and what are the three most likely causes?
Answer
The whole input half is fine: microphone, transmitter, radio path, receiver, XLR, stage box and network run are all working. The fault is after the console channel. Most likely the channel is muted or its fader is down; it is not routed to the matrix output feeding those speakers; or the amplifier or speaker for that zone is off. Check mute and routing first, since they cost seconds.
05
Now the console meter shows nothing. Name the first three checks, in order.
Answer
The transmitter is off, muted, or out of power; the receiver shows no radio signal or is on a different frequency; the XLR from receiver to stage box is unplugged or faulty. All three are free and fast, and two of them are at the far end from the rack you were about to open.
06
The two faults are in different departments and were solved the same way. State that method in one sentence, and name the one step people skip.
Answer
State the chain, observe at its midpoint, and repeat inside whichever half still contains the fault. The step people skip is stating the chain, which is the step that makes every other step possible.
07
A radio mic on a digital stage box works perfectly for forty minutes, drops out for two seconds, then works perfectly again. Say why 'check the gain and listen for noise' is the wrong instinct here, and what you would look at instead.
Answer
Because a digital link does not degrade — it carries the numbers intact or it carries nothing, so there is no gradual fault to hear and nothing for gain or noise to explain. An intermittent dropout on a digital run points at something interrupting it: a marginal connector, a run near its length limit, a switch dropping packets, or a clock the devices disagree on. Look at the status lights and the device's own metering, because you cannot hear that cable.
Field checklist
  • Can I state the full chain from source to destination out loud?
  • Is the fault absence of signal, or presence of a wrong signal?
  • Am I testing at the midpoint rather than at the ends?
  • Have I checked power and source selection before suspecting cables?
  • Am I changing only one thing at a time?
  • Have I put back everything that did not fix the problem?
  • Did I check gain structure at the first stage rather than compensating later?
  • When fixed, did I tell the crew what the cause was?
Practise this without the gear
  • Signal flow is the one thing in this book you can practise without touching a single box, because it is a way of thinking rather than a skill in the hands.
  • The Video Schematic Builder is where to do it. Answer questions about a live-event system and it draws the actual signal-flow schematic back at you — sources through processing to destinations — along with a cable schedule and a crew-tier recommendation. Building one for a job you have worked on, and seeing whether the diagram matches what was really in the room, is the fastest way to find out whether you follow signal flow or only recognise it.
  • A subscription to the Reboot AV community on Skool opens it and every other Reboot tool, or you can buy it on its own at rebootav.tech.
Chapter 06

How Systems Fit Together

Paperwork is not bureaucracy in this trade. A signal-flow drawing, a rack elevation, and a patch sheet are how a system that took a designer weeks gets built by a crew in a day, and how it gets fixed at speed when something fails. Being able to read them moves you from someone who is told what to do towards someone who can see what needs doing.

Real shows are many chains overlapping in one room. This module turns a wall of gear into a picture you can read and reason about.

Reading signal-flow diagrams

Once you can trace a single chain, the next step is seeing the whole system at once. On a real show there are dozens of signals moving simultaneously, audio, video, lighting and control data, sharing the same space and often the same network. Professionals rely on documentation to keep it straight.

A signal-flow diagram is a map of how signals travel between devices. The conventions are simple: boxes are devices, lines are connections, and arrows show the direction the signal flows.

You read it exactly the way you trace a chain by hand, find the sources, usually drawn toward one side, follow the lines through the processing devices in the middle, and arrive at the destinations. Labels on the lines often tell you the signal type or connector.

Practice reading one the way you would read a sentence. When you can look at a diagram and narrate it, the wireless microphone comes in here, runs into the rack, through the console, and out to these two main speakers, with a separate feed going to the recorder, you can read the system. That narration is the whole skill.

A general session, drawn as it is actually patched Cameras feed a camera switcher. The camera switcher's programme output becomes one input to the graphics switcher, alongside the media server and the presenter and house laptops. The graphics switcher feeds the projector, the LED wall and the downstage monitors. Audio and lighting run as their own chains beneath, and a network carries control to all three. One general session, patched the way it is really patched Sources on the left, the room on the right. Two switchers, because cameras and graphics are cut by different people. SOURCES PROCESSING THE ROOM VIDEO Camera 1 · wide Camera 2 · tight on speaker Camera 3 · audience Camera switcher cut by the vision director PGM out → Media server Presenter laptop House laptop . Graphics switcher cuts between the camera feed and the graphics scaling · PIP · transitions PGM Projector · main screen LED wall · stage backdrop Downstage monitors AUDIO Mics · laptop feed Stage box Console · amps Mains · delays LIGHTING Lighting console Dimmers · nodes Fixtures · washes Show network · control and AV-over-IP Cameras are cut on their own switcher; its programme feed is then just one more source into the graphics switcher, which feeds the room.
FIG 6.1 A general session patched the way it is really patched: cameras cut on their own switcher, whose programme feed is one more source into the graphics switcher.

Racks, road cases and pelicans

Gear does not sit loose on the floor. It travels in cases, and there are three words for them that you will hear on your first day and every day after.

A rack is a standardised frame, nineteen inches wide with mounting holes at a fixed spacing, that equipment bolts into. Building gear into a rack means it can be wired once, tested once, and then moved from job to job as a single unit that is known to work, rather than being reassembled from scratch every time. That is a large part of why professional systems are reliable at all. Plenty of companies build a rack for one specific show and leave it built for the run of it, so that the wiring, the labelling and the spare capacity are all right for that job instead of being generic.

Racks get named for what is inside them, and the names are how people will refer to them on headset. A radio rack and a mic rack are the same thing, the case holding the receivers for the wireless microphones. An amp rack holds amplifiers. A video rack holds the switcher, the scalers and the converters. A comms rack holds the intercom base station and its power supplies. If you know the name, you know where to walk.

A road case, sometimes called a flight case, is the wheeled plywood-and-aluminium box that everything else travels in: cable, stands, fixtures, spares. Its job is to survive a truck, a forklift and a service lift, and it is built heavier than seems necessary for exactly that reason.

A pelican, properly a Pelican case after the brand that made them ubiquitous, is the small hard plastic case with foam inside and latches on the front. Microphones, adapters, radio transmitters, laptops and tools live in pelicans. Because they are small and easy to carry, they are also the ones that go missing, which is why they are the cases most worth labelling well.

Power belongs in this conversation. A rack usually carries its own power distribution, a strip or a distro unit that feeds everything mounted in it so the whole rack comes up from a single connection. On anything that must not go down, that supply is fed through a UPS, an uninterruptible power supply, which is a battery that holds the rack alive through a brief outage or a dip in the mains. A UPS on the console and the control gear turns a momentary power failure into a flicker in the room rather than a reboot in the middle of a keynote, and on a show with a live stream or a recording it is not optional.

A rack elevation is a simple drawing of what is mounted where in a rack, listed top to bottom. It is the rack's map. When a signal-flow diagram tells you a signal goes into the rack, and an elevation tells you the console input panel is at the third slot from the top, you can put your hands on the exact right connector without guessing. Reading an elevation is a small skill that makes you noticeably faster and calmer on site.

Patch bays

Patch Bay
Patch Bay

A patch bay centralises connections in one place so they can be organised and re-routed quickly. Instead of crawling behind a stack of equipment to swap a single cable, an engineer re-routes a signal at the patch bay by moving one short patch cable on a clearly labelled panel. In a large system that is the difference between a thirty-second change and a half-hour ordeal.

It is worth knowing where you will actually meet one, because they are not everywhere and a beginner who has been told about them tends to go looking. The first place is a permanently installed system: a recording or broadcast studio, a house of worship, a lecture theatre, a corporate boardroom. In those, the wiring is fixed inside the walls and the patch bay is the one point where it is deliberately allowed to be flexible. The second place is the back of a rack, where a bay panel brings connections out to somewhere you can reach without unbolting anything.

On a small mobile show you may not see one at all, because the stage box is doing that job. The patch bay is, in a sense, the physical version of the routing that a console or a switcher does electronically: a flexible meeting point where signals can be sent wherever they are needed.

The integrated system view

Put it all together with a concrete example. Picture a modest corporate event. A presenter wears a wireless microphone, an audio source. Its receiver lives in a rack, feeds the console, and the console sends the mix to two main speakers and a separate copy to a recorder.

A laptop holds the slides, a video source; it runs through a scaler to a projector and a confidence monitor. A few lighting fixtures wash the stage, run from a small lighting console over DMX. A network ties the audio and control gear together.

That is perhaps four overlapping source-to-destination chains, organized into a rack, connected through patch and a network, and documented in a signal-flow diagram so the crew can run and fix it. No single chain is complicated. The system is just several of them sharing a room.

What you should carry out of this module is the ability to look at a working system, recognize the families of gear in it, read its diagram, and trace at least one complete signal through it from source to destination. The deeper competencies, actually configuring and commissioning full systems, mature on the job, through repetition and mentorship.

A show is many simple chains overlapping. Signal-flow diagrams, boxes, lines, and arrows, map how signals travel; reading one means narrating it from source to destination. Racks house gear so it travels and powers reliably, and a rack elevation maps what is mounted where. Patch bays centralize connections for fast re-routing. The goal at this stage is to read a system and trace one signal through it; full system design comes with floor time.

A general session an hour before doors: line array, LED walls, front truss, comms, and the cable being coiled in the foreground.

What a small system actually adds up to

"A small corporate gig" is not a size until you count it. These are the numbers behind a single-room event with a lectern, a panel and a presentation - the job you are most likely to be sent on first. They are worth knowing because they tell you what should be in the truck, and what is missing before you discover it at eleven o'clock.

WhatTypical countWhy it matters
Console input channels used8 to 16Two lectern mics, four radio mics, a laptop feed, a spare
Cable runs from stage to console1The stage box carries all inputs on one network cable
Loudspeakers2 mains, sometimes 2 delaysA room over about 20 m deep usually needs the delays
Radio channels4 to 8Each needs its own frequency, coordinated in advance
Video sources2 to 3Presenter laptop, house laptop, sometimes a camera
Lighting fixtures4 to 8Two or four Lekos to light the lectern and the panel, plus a couple of LED washes for the backdrop
Lighting control1 small console, or a dimmer pack4 conventional fixtures on a dimmer is 4 channels. Nowhere near a universe
Power circuits2 to 3Audio, video and lighting kept apart where possible

The lighting on a job this size

  • It is usually not a truss. Four Lekos on Manfrotto stands, two either side of the room, will light a lectern and a panel of four perfectly well, and they go up in twenty minutes with no rigging call and no working at height.
  • Control is a small console or, on the simplest jobs, a dimmer pack with faders on the front. Four conventional fixtures on a dimmer is four channels of DMX, which is under one percent of a single universe. The word universe barely earns its keep on a job this size, and that is worth seeing once.
  • The LED washes on the backdrop are what the client will comment on, and they are also the only fixtures here with colour to get wrong. Set them before the room fills, because you will not be able to judge colour once the house lights are down.

Counting a chain when something is dead

  • Every input follows the same path - source, stage box, network run, console, matrix, amplifier, loudspeaker. Six places to fail, in a fixed order.
  • If one input is dead and the rest are fine, the fault is before the stage box, because everything after it is shared.
  • If every input is dead, the fault is in the shared part, and the single network run is the first thing to suspect.
  • That is the whole value of a shared path. It halves the search every time, because whether the problem is shared tells you which side of the stage box to stand on.
Where this varies
  • Channel counts grow much faster than rooms do. A panel of six with individual lavaliers is a bigger audio job than a keynote for a thousand people.
  • Delay speakers are decided by the room's depth and shape, not by the audience size. A long narrow room needs them at a headcount where a wide shallow one does not.

On the job

You arrive on a job where the system has already been designed by someone who is not on site. On the production table there is a drawing: boxes with labels, lines between them, and small numbers along the lines.

Do not try to absorb it at once. Read it in passes. First pass: find the sources on one side and the destinations on the other, and establish which way the signal travels, which is almost always left to right. Second pass: follow one single path all the way across, ignoring everything else, so you learn the drawing's conventions on an example you can hold in your head. Third pass: identify the places where many lines converge, because those are the consoles, matrices, and switchers, and they are where faults have the widest consequences. Fourth pass: read the labels on the lines, which tell you signal type and often the physical cable number. Fifth pass: match what is drawn to what is actually in the room, and note every discrepancy, because the drawing was made before the venue said no to something.

The fifth pass is the one that separates useful people from decorative ones. Drawings are intentions. Rooms are reality. The technician who finds the difference early is the one who saves the day later.

How to do it

How to read a rack elevation and use it, which is the most immediately practical drawing you will meet.

  1. Note the rack's identity and location. A drawing showing four racks is useless if you cannot tell which physical case you are looking at.
  2. Read top to bottom. Elevations are drawn as you face the rack, and rack spaces are usually numbered from the bottom up.
  3. Identify the power distribution and where it sits, because it determines the powering order.
  4. Find the heat-producing items, typically amplifiers, and check the ventilation intent is preserved once the rack is in position.
  5. Locate the patch points and the front-facing connectors, which is where you will be working during the show.
  6. Compare against the actual rack, item by item, and mark any item that is absent, substituted, or in a different space.
  7. Report discrepancies to the person responsible rather than silently correcting them, because a substitution may be deliberate.

What goes wrong

SymptomLikely causeWhat to do
The drawing and the physical system disagree and nobody notices until show day.The drawing was made in advance and the build changed on site.Do a comparison pass during setup, and mark up a working copy of the drawing as the build actually happens.
You cannot find a cable that the patch sheet says exists.Labelling was skipped or done at both ends inconsistently.Label both ends of every cable as you run it, with the same identifier used on the paperwork.
A fault takes far longer to find than it should.Nobody has an accurate drawing, so troubleshooting is guesswork.Keep the marked-up drawing accessible at the production position, not in somebody's bag.
Equipment overheats during the show.A rack was positioned against a wall or drape, blocking the airflow the elevation assumed.Check clearance front and back when racks are placed, and raise it before the room is dressed.
Patching is correct but the wrong source appears at the destination.Two lines are labelled identically, or a patch was moved and not recorded.Use unique identifiers, and update the sheet at the moment a patch changes rather than afterwards.

Practice it

Read the following and answer. A drawing shows: four wireless receivers and six wired microphones entering a stage box; the stage box connecting by a single network line to a console at FOH; the console feeding a matrix; the matrix feeding three amplifier channels labelled main left, main right, and delay.

Practice it
01
How many audio sources enter the system in total?
Answer
Ten. Four wireless receivers plus six wired microphones.
02
How many physical cables run between the stage and FOH for audio, according to this drawing?
Answer
One. The stage box carries all inputs over a single network run, which is the point of using one.
03
If the delay speakers are silent but the mains are fine, which part of the chain is definitely working?
Answer
Everything from the microphones through the stage box, the network run, the console, and the matrix is working, since the mains are fed by the same path.
04
Which single device, if it failed, would silence the entire room?
Answer
The console, or the single network run feeding it. Both are single points of failure for the whole system, which is why important shows use a redundant path.
05
What would you check in the room that the drawing cannot tell you?
Answer
Whether the cable route is physically safe and protected, whether racks have ventilation clearance, and whether what is installed matches what is drawn.
Field checklist
  • Have I found the sources, the destinations, and the direction of flow?
  • Have I traced one complete path to learn the drawing's conventions?
  • Have I identified the convergence points, consoles, matrices, and switchers?
  • Have I compared the drawing to the actual room and marked differences?
  • Is every cable labelled at both ends with the identifier used on paper?
  • Do racks have the ventilation clearance the elevation assumed?
  • Is the marked-up drawing accessible at the production position?
Chapter 07

Prep & Show-Readiness

Shows are not saved on show day. They are saved in a warehouse three days earlier by somebody who tested a spare, labelled a cable, and packed a case properly. Preparation is the least glamorous part of this trade and by a wide margin the most valuable thing an entry-level technician can be excellent at, because it is entirely within your control.

Prep well and you get invited back. Most of your early-career hours are spent here, and doing it right is what quietly builds your whole reputation.

The pull sheet and inventory

Job
Northgate Q3 Briefing
Date
04 Aug
Venue
Harbour Hotel, Ballroom
Prepped by
A. Okonkwo
QtyItemAssetTestedNotes
2Wireless handheld + TXRF-114 / RF-118Fresh cells fitted
1Lectern mic, gooseneckMIC-042
1Digital console, 16 chCON-007Show file v3 loaded
1Stage box, 16 inSB-021
2Main loudspeaker + standSPK-330 / 331
1ScalerVID-058Failed test — swapped to VID-061
1HDMI adapter setADP-012No spare in stock — escalated
9 items · 1 substitution · 1 escalation Counted and signed  A. Okonkwo  06:40
FIG 7.1  A pull sheet, signed. The tested column is the point of the document, and the two coloured rows are the only two things worth saying out loud at handover.

Before any gear reaches a show, it gets prepped, pulled, checked, tested, labeled, and staged in the shop. This is the most important professional habit you will ever build.

A failure caught in the shop is a non-event, fixed calmly with the right part on hand, while the exact same failure discovered on site happens under time pressure, often in front of the client, with no spare and no time.

Every job starts with a pull sheet, the list of gear that particular job requires. Your first task is to pull each item and check it against the sheet, confirming that nothing is missing and nothing extra is tagging along.

Missing gear discovered in the shop is a quick trip to the shelf; missing gear discovered on site is a show-stopper. Count carefully, check quantities, and do not assume a case is full just because it is closed.

A pull sheet is a controlled document rather than a shopping list, and it is worth seeing one before you are handed one. Note two things in the example below: the tested column is signed rather than assumed, and the notes column records the only two facts anybody needs at handover, which item failed and was substituted, and which item has no spare.

Inspection

AUDIO
3 of 6  ·  BALLROOM
Amp rack · 2 × amp, distro
QC PASS  04 AUG  P.A.
AUDIO · RF
1 of 1  ·  BALLROOM
8 × TX, spare cells, tape
QC PASS  04 AUG  P.A.
Road case
VIDEO
1 of 3  ·  BREAKOUT 2
Scaler, adapters, HDMI
QC HOLD  adapter missing
Colour department  ·  n of n so a missing case is obvious  ·  Room which floor it goes to  ·  Contents without opening it  ·  QC tag tested, dated, initialled
FIG 7.2  Five things a case label carries. Leave the room off and the case still arrives — on the wrong floor.

As you pull each item, inspect it. Look for damaged connectors and bent pins, frayed or kinked cables, cracked housings, missing screws or clamps, and anything that looks wrong.

Gear comes back from shows tired, and a small problem on the shelf becomes a big problem on stage. Catching a damaged item now means swapping it calmly for a good one; catching it on site means improvising under pressure or going without.

Inspection is a habit of attention, a few extra seconds per item that prevents the failures nobody sees because you stopped them here.

Testing gear

01 · PULL
Pull each item, check the pull sheet
Truck has exactly what the job needs
02 · INSPECT
Check connectors, cables, housings
Catches tired gear before it ships
03 · TEST
Power up; pass a test signal; test cables
Confirms gear actually works
04 · LABEL
Mark cables, cases, non-obvious items
Fast load-in, complete load-out
05 · STAGE
Group in order of need, ready to load
Efficient, error-free load-in
FIG 7.3  The five-step gear-prep routine, run the same way every job.

Never assume a piece of gear works because it worked last time. The only way to know is to test it. Power each device up and confirm it functions.

For anything that passes signal, send a test signal through it and confirm it comes out the other end: a tone through an audio path, a test pattern through a video path. For cables, the most common point of failure on any show, use a cable tester, which tells you in seconds whether a cable is good or has a broken conductor.

Testing is the step beginners are most tempted to skip because it feels redundant, and it is the single biggest cause of on-site failures when it is skipped. Build the discipline to test everything, every time, even when you are confident. Especially when you are confident.

QC approval stamp A green quality-control approval stamp reading QC PASSED, with an asset number, a date and the initials of the technician who signed it. REBOOT AV · PREP QC PASSED ASSET RF-114 DATE 04 AUG 26 BY P.A.
A QC tag: what was tested, when, and who put their initials on it.

Labeling and staging

Label what needs labeling, cables, cases, and anything whose destination is not obvious, so that load-in is fast and load-out does not leave pieces behind. A labeled cable plugs into the right place the first time; an unlabeled one becomes a guessing game at the worst moment.

A good case label carries five things, and it is worth being deliberate about all five, because "label it" is an instruction nobody explains. The department, usually as a tape colour you can read across a dark dock. The case number as n of n, so that a missing case announces itself instead of being discovered. The room, which is the one people leave off and the one that sends a case to the wrong floor of a three-room conference. What is inside, so nobody opens it to find out. And the QC tag: tested, dated, and initialled by whoever signed for it.

A QC tag that can only ever say PASS is decoration. The point of it is that a case can also be held, and that the hold is visible to the person who picks it up rather than living in somebody's memory.

Then stage the prepped gear: group it logically, ideally in the order it will be needed on site, and set it where it can be loaded efficiently onto the truck.

Good staging is a quiet act of kindness to the next person who touches the gear, who is very often you, hours later, tired, in a loading dock. Make that person's job easy.

The complete prep routine

Put together, the routine is a fixed sequence you run the same way every time until it becomes automatic: pull and inventory against the pull sheet, visually inspect each item, power-test and signal-test everything, label what needs labeling, then stage for load-out.

The order matters, you inventory before you test so you know what you have, and you label and stage last so everything that goes on the truck is known-good and ready.

Run it in this order, every job, and you will rarely be the reason a show has a problem. The routine is boring on purpose. Boring, repeatable prep is exactly what produces shows that have no surprises, and shows with no surprises are what build a career.

StepWhat you doWhy it matters
1. InventoryPull each item, check the pull sheetTruck has exactly what the job needs
2. InspectCheck for damage to connectors, cables, housingsCatches tired or broken gear before it ships
3. TestPower up; pass a test signal; test cablesConfirms gear actually works
4. LabelMark cables, cases, non-obvious itemsFast load-in, complete load-out
5. StageGroup in order of need, ready to loadEfficient, error-free load-in

Prep is where reputations are made. A failure caught in the shop is nothing; the same failure on site is a crisis. Run the same five-step routine every time: inventory against the pull sheet, inspect for damage, test everything, especially cables, label, and stage in order of need. Never assume gear works; test it. The discipline is dull and it is the whole game.

Practical sign-off

  • Independently prepped a small system from a pull sheet
  • Traced a live signal chain from source to destination
  • Identified and corrected a connection fault
  • Read a signal-flow diagram and located gear in a rack

The clock, and what it is really telling you

A schedule is a set of promises about time. New technicians read the call time and nothing else, then discover that the parts of the day with no label on them are the ones that decide whether the show is ready. These are the shapes a normal event day takes.

Read the durations below as proportions, not as promises. They vary enormously with the scale of the show, and the same phase can be twenty minutes or two days. A breakfast briefing in a hotel meeting room is a two-hour load-in, a forty-minute rig and a line check you can do on your own. An arena show is a three-day build with a rigging crew working overnight before anyone touches a loudspeaker. What stays constant across both is the order of the phases and the fact that every one of them exists. What changes is how long each takes and how many people are doing it.

PhaseTypical durationWhat it is for
Load-in1 to 3 hoursGetting cases from the truck to the room and into position
Rig and cable2 to 4 hoursSpeakers up, screens up, everything cabled and powered
Line check30 to 60 minutesProving every input arrives at the console
Soundcheck or rehearsal1 hour to a full dayThe client's time, not yours
Doors to start30 to 60 minutesAudience in the room. No work is possible
StrikeHalf the load-in, roughlyFaster than the build, because nothing needs testing

What line check actually proves

  • Line check is not soundcheck. It proves the signal path, one input at a time - that channel 4 is the lectern, that it arrives at the console, and that it comes out of the right speakers.
  • Do it before the client is in the room. Every fault found at line check is cheap; the same fault found at rehearsal is expensive and public.
  • Work in a fixed order and mark the channels off. An unmarked list is how a spare radio mic gets forgotten and turns up dead in the middle of a panel.

The half hour before doors

  • Batteries in, fresh, in every transmitter. Not checked - changed.
  • Every fader at its start position, every mute where it should be, and the show file saved.
  • Spares physically to hand - a spare handheld, a spare XLR, a spare adapter for whatever the presenter is carrying.
Where this varies
  • These durations assume a room you can get into and a truck at the dock. A venue with one small lift and a long push can double the load-in with no change to the rig at all.
  • Corporate, theatre and touring schedules differ sharply. Touring compresses the build and expands rehearsal; corporate does the reverse. The order of phases stays the same everywhere.

On the job

It is prep day. The pull sheet lists everything the job needs, and your task is to turn a list into a truck load that will work in a room two hundred miles away with no shop behind you.

The temptation is to pull fast and tick boxes. The discipline is to test as you pull. Every microphone gets plugged in and spoken into. Every cable gets a continuity test or, at minimum, gets used and confirmed. Every battery-powered item gets fresh batteries and a power-on. Anything with firmware or a show file gets checked against the version the job expects.

Then you think about failure. What in this load has no spare? A single unique adapter, one obscure cable, the only copy of a show file. Those items are where a show dies, so they get redundancy, and the spares get packed where they can be found by somebody who is not you, in the dark, in a hurry.

Finally you label and stage. Labels face outwards. Cases are grouped by department and by the order they will be needed. What comes off first goes on the truck last. None of this is difficult. All of it is the difference between a calm show and an expensive one.

How to do it

The prep routine, in order. Follow it exactly and you will be trusted with more expensive work faster than you expect.

  1. Read the pull sheet against the job's paperwork first, and query anything that looks missing before you start pulling.
  2. Pull by department, not in list order, so like items stay together and gaps are visible.
  3. Inspect every item physically: connectors, strain relief, housings, and anything that looks bent, cracked, or repaired.
  4. Test every item functionally. Powered on, passing signal, doing the thing it exists to do. An untested item is not prepped.
  5. Fit fresh batteries to everything that takes them, and pack spares as a separate labelled item.
  6. Check firmware, show files, and settings against what this job expects, and note the versions.
  7. Identify single points of failure and add a spare for each one, or escalate if a spare does not exist.
  8. Label everything, facing outwards, in the identifier scheme the paperwork uses.
  9. Pack in reverse order of need, so the first thing required is the first thing off the truck.
  10. Do a final count against the sheet, and sign it. If your name is on it, you will check it properly.

What goes wrong

SymptomLikely causeWhat to do
A microphone fails during the show and there is no spare.Spares were treated as optional rather than as part of the prep.Any item whose failure stops the show gets a spare, packed and labelled, without needing to be asked.
Batteries die mid-session.Reused batteries, or no changeover plan between sessions.Fresh batteries at the start of each show day, and a scheduled changeover during breaks for anything critical.
A cable that was fine in the shop does not work on site.It was never actually tested; it merely looked undamaged.Test functionally rather than visually. Continuity or a real signal, not an inspection.
Nobody can find a specific item in the truck.Labels facing inwards, or grouping by size instead of by department and order of need.Label outwards, group by department, and pack in reverse order of need.
The show file on the console is the wrong version.Multiple versions in circulation with no naming discipline.Date and version every file, agree which is authoritative, and carry a backup copy on separate media.
A piece of gear arrives damaged and nobody knows when it happened.No inspection at pull, so damage cannot be attributed or caught.Inspect at pull and at strike, and report damage immediately rather than quietly repacking it.

Practice it

You are prepping a small conference: two wireless handhelds, one lectern microphone, a laptop for slides, a projector and screen, and a small speaker system. Answer before checking.

Practice it
01
List the single points of failure in this load.
Answer
The laptop and its video adapter, the projector, the lectern microphone if it is the primary presenter feed, and the show file or slide deck.
02
Which spares would you pack, and why those specifically?
Answer
A spare adapter and video cable, because they are the most common failures and are small; a spare handheld and spare batteries; a copy of the slide deck on separate media. A spare projector is often impractical, which is a risk to raise rather than to hide.
03
What would you test that a visual inspection would not reveal?
Answer
That every microphone actually passes audio, that the adapter passes video at the resolution required, that batteries are fresh, and that the projector lamp hours and image quality are acceptable.
04
In what order should the cases come off the truck?
Answer
Staging and screen support first, then power distribution, then the speaker system and projector, then the racks, and last the small, valuable cases with microphones and the laptop.
05
What paperwork should travel with the load?
Answer
The pull sheet, the stage plot or room layout, the schedule, and contact details for the person responsible on site.
Field checklist
  • Has every item been functionally tested, not just visually inspected?
  • Do all battery-powered items have fresh batteries, with spares packed separately?
  • Does every single point of failure have a spare, or has it been escalated?
  • Are firmware and show-file versions checked and recorded?
  • Is everything labelled, facing outwards, in the paperwork's scheme?
  • Is the load packed in reverse order of need?
  • Has the final count been made against the sheet and signed?
  • Is the paperwork travelling with the load rather than sitting in the shop?
Chapter 08

Handling, Coiling and Cable Craft

There is a moment on every load-out where somebody watches how you coil a cable and forms an opinion about you. It is not snobbery. A coil says whether you were taught, whether you care about equipment that is not yours, and whether the next person to open that case will have a good day or a bad one.

This is the smallest chapter in the book and the one most likely to get you not called back.

The science of cable care

A cable is not a rope. Inside the jacket are conductors laid in a spiral around each other, and a shield woven or wrapped around those. That construction is what rejects noise, and it is also what you damage when you coil badly.

Four things go wrong, and they compound. The cable twists, because every loop you make puts a half-turn into it whether you notice or not. The conductors work-harden and eventually break, usually at the connector where the flex is greatest. The shield opens up, so the cable starts picking up interference it used to reject. And it stops lying flat, which means it snags, tangles, and takes three times as long to run.

The cost is not theoretical. A badly coiled cable is the single most common cause of an intermittent fault, and an intermittent is the worst kind of fault there is: it works when you test it and fails during the show. That is a whole category of problem you can prevent with a technique that takes an afternoon to learn.

There is a second cost that matters more early in a career. Cable is the most visible thing you handle. Everyone on the crew can see a coil from across a room, and how yours look is the fastest read anyone gets on how you were trained. Nobody will comment on a good one. They will remember a bad one.

Over-under, and why the cable has a memory

Coil a cable the obvious way — loop after loop, all the same direction — and you put a twist into it with every single loop. The cable stores that. It has a memory, and after enough of it the cable will only sit in that shape, kinking whenever you try to run it straight.

Over-under removes the twist as you go. You alternate: the first loop is made the natural way, with the cable rolled forward over your hand, and the second is made with the cable rolled backward under it. The twist introduced by one is cancelled by the next, so a properly over-under coil has no net twist in it at all.

You can see it work. Drop an over-under coil while holding one end and it falls out into a straight line on the floor with no loops and no kinks. That is the whole test, and it is the reason the technique exists rather than a piece of tradition.

Two habits go with it. Let the cable tell you where the loop wants to be rather than forcing a fixed size; a cable that is fighting you is a cable being twisted. And never wrap a cable around your elbow. It is quick, it feels efficient, and it puts a full twist into every loop, which is the exact thing you are trying to avoid.

Over-under against over-over Alternating loops cancel the twist a plain coil accumulates, which is why an over-under coil runs out straight and a plain coil lands in a tangle. EVERY PLAIN LOOP ADDS A HALF TWIST — NOTHING TAKES IT BACK OVER-OVER · every loop the same way 5 loops = 2½ full turns stored in the cable A 50-loop coil stores 25. The cable keeps it. OVER-UNDER · alternating −½ −½ Each pair cancels → net twist zero THE THROW TEST Hold one end. Throw the rest along the floor. OVER-OVER Lands in loops and kinks. The twist is still there. OVER-UNDER Runs out into a straight line. No loops, no kinks. Signal cable gets over-under. Heavy mains and anything on a drum follow the drum
FIG 8.1 Every plain loop adds a half twist and nothing takes it back; alternating loops cancel.

Over-over, and when it is the right answer

Over-over is the plain coil: every loop the same way, twist accumulating. Used on the wrong cable it is what the previous section warns about. Used on the right one, it is correct.

The distinction is what is inside. Over-under exists to protect conductors and a shield inside a flexible jacket, which describes microphone cable, instrument cable, and most signal cable you will handle. Cable without that construction has nothing to protect in the same way, and forcing over-under onto it is fussiness rather than craft.

So the working rule is short. Signal cable gets over-under. Heavy mains and thick multicore that will be figure-eighted or reeled get whatever the venue and the cable's own construction dictate, which is often a plain coil into a bin or a proper cable reel. Anything on a drum comes off and goes back the way the drum turns, and fighting that is how a drum jams.

There is a third case worth knowing because you will meet it on stage. A cable that needs to pay out cleanly under a moving performer is often flaked into a figure of eight on the deck rather than coiled at all, because a figure of eight has no twist by construction and will run out without a single loop lifting.

Handling, dressing and the rest of the craft

Coiling is the visible part of a larger habit, which is that cable is handled rather than dragged.

Take hold of the connector to disconnect it, never the cable. The strain relief at the back of a connector is designed to take some load and not to take your body weight, and every tug on the jacket lands on the solder joints inside. This is where most dead cables die.

Dress a run rather than laying it. Dressing means running it along an edge, in a straight line, with slack in a service loop rather than pulled tight, and tied off where it might be walked on or where it crosses a doorway. A dressed run is safer, faster to strike, and far easier to fault-find, because you can follow it with your eyes.

Tie with what the cable came with, on the cable, at the same end each time. A tie left on the floor is a tie you will not have on the next load-out, and a coil tied in the middle instead of near the end is a coil that will not hang.

And keep power away from signal. A mains cable running alongside a microphone line for twenty metres induces hum into it. Cross them at right angles if they must meet, and separate them where they run together.

The numbers behind cable care

Rules of thumb rather than specifications. Cable varies, but the relationships hold and the failure points are always the same.

ThingThe figureWhy it matters
Where a cable failsAt the connector, nine times in tenThe flex concentrates there; the solder joint goes first
Twist added per plain loopOne half turnFifty loops is twenty-five full turns stored in the cable
Twist added per over-under pairZero, by constructionThe second loop cancels the first
Minimum bend radiusRoughly 8 to 10 times the cable diameterTighter than that and you are deforming the conductors
Power and signal running togetherKeep them apart, cross at 90°Parallel runs induce hum; a right-angle crossing does not
Longest unbalanced audio runAbout 5 m before it gets noisyBalanced on XLR is untroubled at fifty
Longest HDMI runAbout 15 m without helpPast that, an extender, or fiber
Longest Cat5e / Cat6 hop100 m, then a switch or fiberThe limit is per hop, not per whole run

The test that settles any argument

  • Coil it, hold one end, and throw the rest along the floor. A correct over-under coil runs out into a straight line with no loops and no kinks.
  • If it lands in a tangle or leaves loops standing, the twist is still in there and it will fight you on the next load-in.
  • Do this once with a cable you coiled badly and once with one you coiled well. Nobody needs convincing after that.

The habits that cost nothing

  • Disconnect by the connector: hold the connector, release the catch, unplug. Never unseat a plug by the cable, and never force a latched XLR or speakON without pressing the release first \u2014 almost every dead cable died at a solder joint behind a connector, and most of them died because somebody dragged on the jacket.
  • Never coil around your elbow. It is quick and it puts a full twist in every loop.
  • Tie near one end, with the tie that came with the cable, at the same end every time.
  • Leave a service loop rather than pulling a run tight. Tension at a connector is tension on the joint.
Where this varies
  • Over-under is for flexible signal cable. Heavy mains, thick multicore and anything on a drum have their own handling, and forcing over-under onto them is fussiness rather than craft.
  • Some venues and some companies have house rules about coil size, tie colour and which end the tie goes on, usually because their cases are built for it. Ask once and then match the house.

On the job

It is the end of a two-day conference and the strike call is at ten. The room has forty microphone lines in it, and you are on cable with one other person.

Halfway through, the A2 walks past your pile and stops. Yours are hanging in even coils, tied near one end, all the same size, connectors together. The other pile is a heap of figure-of-nothing loops with the ties left on the floor.

Nothing is said at the time. What happens is that the next job comes in, the A2 is asked who was any good, and one of two names goes forward.

That is the whole mechanism, and it is worth understanding early because nobody explains it. On a load-out nobody is watching whether you are clever. They are watching whether the person who opens that case in three weeks, in a different city, at six in the morning, is going to have a good day. Coiling is how you answer that question about yourself in public, forty times in an hour.

And the person who opens the case is very often you.

How to do it

Over-under, described in words, which is a poor substitute for someone showing you once. Practise on a five-metre microphone cable until your hands do it without the count.

  1. Hold the connector end in your non-dominant hand, with the cable running away from you along the floor.
  2. With your other hand, take the cable about an arm's length along and roll your wrist forward, thumb going away from you, so the cable turns naturally into a loop. Lay that loop into your holding hand.
  3. Take the next arm's length and roll your wrist the other way, thumb coming towards you, so the loop forms in the opposite sense. Lay it in on top of the first.
  4. Keep alternating. Every second loop cancels the twist the one before it added, which is the entire point of the technique.
  5. Let the cable choose the loop size rather than forcing a length. If the cable fights you, you are twisting rather than rolling.
  6. Finish near the far end, leaving enough to tie with, and tie near the connector end so the coil hangs from the tie.
  7. Test it once: hold the connector and throw the coil out along the floor. It should run into a straight line. If it loops or kinks, the twist is still in there.
  8. Coil the same size every time, so the case takes the same number of cables and the next person can count them without unpacking.

What goes wrong

SymptomLikely causeWhat to do
A microphone line works on the bench and crackles when someone walks past it.A conductor broken behind the connector, still touching, and moving with the cable.Replace or re-terminate it. Then fix the cause, which is almost always the cable being pulled by its jacket rather than its connector.
A cable will not lie flat and kinks whenever it is run out.Stored twist from being coiled the same direction every time, or from being wrapped around an elbow.Run it out fully, let it hang free to unwind if you can, and coil it over-under from then on.
A run that used to be clean has started humming.It is running alongside a mains cable, or its shield has opened up from handling.Separate power and signal, or cross them at a right angle. If it hums in isolation, the shield is damaged and the cable is finished.
A coil is thrown out and lands in a tangle.It was not over-under, whatever it looked like. The test is not an opinion.Re-coil it properly. The tangle is exactly what the technique exists to prevent.
Cable coils will not fit the case they came out of.Loops of different sizes, or coils tied in the middle so they will not hang.One loop size for the whole case, tied near the connector end. Cases are packed for a specific coil.
A connector pulls out of a device during the show.The run was pulled tight with no service loop, so every movement in the room went into the connector.Leave slack near the terminations and tie the run off where it might be disturbed.

Practice it

You will need a cable for the first two. Do them before reading on.

Practice it
01
Coil a five-metre microphone cable over-under, then hold one end and throw the rest out along the floor. What should happen, and what does it mean if it does not?
Answer
It should run out into a straight line with no loops and no kinks. If it tangles, there is still net twist in the coil, which means the loops were not alternating and the cable will fight you every time it is run.
02
Coil the same cable the plain way, all loops in the same direction, and throw it out. Count the loops or kinks left on the floor.
Answer
There will be one standing loop or kink for roughly every pair of loops you made, because each same-direction loop added a half turn and nothing cancelled it. This is the demonstration that settles the argument.
03
You are handed a heavy mains cable and a 30 m multicore on a drum. Which of the three techniques applies to each, and why?
Answer
The mains cable gets a plain coil or goes into a bin — it has no shield to protect and over-under is not the point of it. The multicore comes off the drum and goes back on the way the drum turns; fighting the drum is how a drum jams.
04
A microphone line has started to hum and it did not last month. Name two causes and how you would tell them apart.
Answer
Either it is now running alongside a mains cable, or its shield has been damaged by handling. Move it away from the power and see whether the hum goes. If it hums on its own bench with nothing near it, the shield is gone and the cable is finished.
05
Why is unplugging a cable by dragging on the jacket rather than by the connector the most expensive habit on this list?
Answer
Because the strain relief takes the load only up to a point, and beyond it the force goes straight into the solder joints inside the connector. That produces a conductor that is broken but still touching, which is an intermittent — a fault that passes every test you give it and fails during the show.
Field checklist
  • Am I coiling over-under on every signal cable?
  • Does my coil pass the throw test?
  • Am I disconnecting by the connector rather than dragging on the jacket?
  • Is every coil the same size, so the case takes them all?
  • Is each tie near the connector end, and on the cable rather than on the floor?
  • Do my runs have a service loop rather than being pulled tight?
  • Is power separated from signal, or crossing it at a right angle?
  • Would the person opening this case in three weeks thank me?
Chapter 09

Getting Into the Industry

Everything up to here has been about the work. This chapter is about the job: the shapes it comes in, how you choose between them, and the thing that actually decides whether you get called again.

It is here because a fundamentals book that teaches the craft and says nothing about how anyone earns a living from it has left out the reason most people are reading.

Full time, part time, freelance

There are three shapes to this work and they are genuinely different jobs, not different amounts of the same job.

Full time means a staff position with an AV company, a venue, a hotel, a university or a corporate in-house team. You have one employer, a schedule someone else builds, a wage that arrives whether or not the month was busy, and usually a warehouse or a building you know intimately. You will learn one company's way of doing things very deeply and the rest of the industry more slowly.

Freelance means you are the business. Companies book you by the day, you invoice them, and nobody owes you next week. You choose what to accept, you can work for six competitors in a month, and you will see far more kinds of show far faster than a staff technician does. You also carry your own insurance, your own tools, your own quiet weeks and your own retirement.

Part time is either of those at reduced hours, and it is how a great many people actually start: a weekend crew list while holding another job, a few evenings at a venue, a run of shows around study. It is the lowest-risk way in and the slowest way up.

None of these is the professional option. The industry runs on all three at once, and most careers move between them more than once.

What each one really trades

Choose on what you are trading rather than on the day rate, because the day rate is the most misleading number in this trade.

A freelance day rate looks far higher than a staff salary divided by working days, and it has to be. Out of it comes your insurance, your tools, your training, your unpaid admin, your sick days, your holiday and every day nobody books you. A freelancer working two hundred days a year at a good rate and a well-paid staff technician often end up in a similar place, with completely different risk.

Staff trades ceiling for floor. The floor is a wage that arrives in a quiet February and someone else's problem when a client cancels. The ceiling is that your income is largely set by your position rather than by how good you become, and moving up usually means moving into management rather than getting better on the floor.

Freelance trades security for control and speed. You decide what you learn by deciding what you accept, and you can become specialised and expensive far faster than a staff route allows. You also discover that the quiet season is real, that clients pay late, and that nobody is putting money aside for you.

And there is a hidden trade nobody mentions. Staff work gives you people who will teach you, because they are stuck with you and it is in their interest. Freelance work gives you nobody whose job that is: you are booked because you can already do the thing, and no one is being paid to explain the rest.

That is not the same as saying freelance work does not teach you, which is a thing people repeat and which is not true. It teaches you plenty if you are deliberate about it. Set-and-strike work in particular puts you in a different room, on a different system, with a different crew almost every week, and that is a great deal of exposure very quickly — far more variety than a staff job at one venue will show you in a year. The difference is who is responsible for the learning. On staff it is partly theirs; freelance it is entirely yours. Ask what the box does while you are carrying it, watch how the crew who own the room solve things, and you will learn fast. Turn up, lift, and leave, and you will do the same day two hundred times.

For most people the sensible order is still staff or regular part-time work first, because being taught on purpose is quicker than assembling it yourself — and freelance later, when you are being paid for what you know.

This is a service industry

Here is the thing that decides whether you get called back, and it is not your technical ability.

Almost everybody at your level can do the technical part. On a crew of twelve, ten of them can patch a stage box and set a gain. What separates them is entirely service: whether they are easy to work with, whether they say what they are doing, whether they solve a problem or hand it to somebody else, whether the client feels looked after.

That is not a soft addition to the job. It is the job. A client does not experience your signal flow. They experience whether the show started on time, whether you were calm when the laptop failed, whether you looked like you were expecting the day to go well. The technical work is the medium; the service is the product.

And it compounds in a way skill does not. Being ten percent better at gain structure is invisible. Being the person who noticed the presenter was nervous and offered them a moment, or who found the missing adapter without making it anyone's fault, is remembered by name. Crew chiefs book people they trust in front of clients, and that trust is built entirely out of small visible behaviours.

None of this means being deferential. It means understanding that you are producing an experience for people who are paying for one, and that your part of it is larger than the part that involves cables.

Representing somebody else's name

On most jobs you are not there as yourself. You are there as whichever company put you on that site, wearing their name, and to the client you ARE that company for the day.

That changes the stakes on small things. How you speak to a venue's staff, whether you are visible eating in the client's catering, what you say about the previous vendor, how you answer a question you do not know the answer to — all of it lands on the company that booked you, and they will hear about it.

It gets sharper as the client gets bigger. A corporate client with a compliance department, a broadcaster, a pharmaceutical launch or anything with a public audience will have expectations about confidentiality, dress, conduct on site and who is allowed to talk to whom. Signing an NDA before a product launch is normal. Being told not to photograph the set is normal. Taking a photograph anyway, and posting it, has ended careers that were otherwise going fine.

The practical version is three habits. Find out whose name you are wearing and what they expect before you arrive. When you do not know something, say so and say who will know, rather than guessing in front of a client. And treat anything you see on a site as the client's, not as content.

Do that consistently and something quietly useful happens: companies start requesting you specifically, because sending you is safe. That is the whole business model of a freelance career, and it is built out of conduct rather than skill.

The numbers behind the choice

Ranges rather than promises, and they vary enormously by region, sector and year. What is stable is the shape of the trade-offs, and the arithmetic that turns a day rate into a living.

QuestionRough answerWhat it means for you
Freelance day rate, starting outAbout $250 to $350The band a new technician is booked at. It rises with what you can be trusted to do alone
Freelance days worked in a yearOften 140 to 200Not 250. The gap is the part people forget to budget for
What a day rate must coverTools, insurance, training, admin, quiet weeks, pensionA rate is turnover, not wages
Time to become usefulWeeksYou can be worth having on a crew very quickly
Time to become requestedMonths to a couple of yearsThis is reputation, and it accrues slowly
How work is actually foundAlmost entirely by referralWhich is why conduct outperforms advertising
Who books crewA crew chief, scheduler or production managerRarely the person you worked beside

Choosing between the three

  • Start where you will be taught. Staff or regular part-time work gives you people whose job includes explaining things. Freelance work does not, though it will still teach you plenty if you go at it deliberately.
  • Go freelance when you are being asked for by name and turning work down, not when you are frustrated. The first is a signal, the second is a mood.
  • Part time is the low-risk entry and the slow route up. That is a real trade and it is the right one for plenty of people.
  • Nobody is stuck. Moving between the three more than once is normal, and time in each makes you better at the others.

The service habits that get you rebooked

  • Say what you are doing and when it will be done, without being asked.
  • Solve, or escalate with a proposal. Handing somebody a problem with no options is the thing crew chiefs remember.
  • Be findable. A technician nobody can locate at short notice is a technician nobody books for the big one.
  • Never explain a problem to a client in terms of whose fault it is. They are buying an outcome, not an inquiry.
Where this varies
  • Rates, employment law, insurance requirements and what counts as freelance differ sharply by country and by state or province. Take the shape of this chapter and get the specifics locally, ideally from an accountant who has other clients in events.
  • Some sectors, notably broadcast and large touring, have their own entry routes, unions and grading systems that this general picture does not describe.

On the job

A pharmaceutical company's regional launch, four hundred guests, and you are the second audio technician. You were booked by a rental company whose polo shirt you are wearing, on a site run by a production company you have never worked for, for a client whose brand team is in the room all day.

Two things happen before lunch. A brand manager asks you why the screens are not on yet, and the presenter's laptop will not hold a connection.

The technical part of both is easy. The screens are waiting on content that has not arrived, and the laptop needs a different adapter. What you are actually being judged on is the other part.

For the first: you do not say "video have not sent it yet". You say that you will find out and come back, you find the video lead, and you come back with a time. The client now believes somebody is holding it, which is what they wanted from the question.

For the second: you do not tell the presenter their laptop is the problem, in front of them, two hours before they speak. You swap the adapter, confirm it holds, and tell them they are set.

Nobody will write any of this down. But the rental company will be asked whether they can send the same crew next time, and the production company will remember a name.

How to do it

How to get in, in the order that actually works. Most of this is not technical, which is the point of the chapter.

  1. Decide which shape you are aiming at first, and be honest that the answer is probably staff or part-time work, because you need to be taught.
  2. Find the companies rather than the jobs. Every region has a handful of AV rental and production companies, and most hiring is not advertised.
  3. Ask for the crewing contact by name, and ask to go on the casual crew list. That list is how almost everyone starts.
  4. Say yes to load-ins and strikes. They are the least contested shifts, they teach you the most gear per hour, and they are where reputations start.
  5. Turn up equipped and early, every time. Gloves, torch, multi-tool, marker, tape. Being equipped reads as a statement about everything else.
  6. Learn who books crew where you want to work, and make sure that person knows your name and what you are good at.
  7. Keep a record of every show: the role, the gear, one thing you did not know before. This becomes your CV and cannot be reconstructed later.
  8. Ask directly for the next level of responsibility. It is very rarely offered unprompted, and asking is read as ambition rather than impatience.
  9. Once you are being requested by name and turning work down, look at freelancing — and talk to an accountant before, not after.

What goes wrong

SymptomLikely causeWhat to do
You are good technically and the calls are not coming.Work is found by referral, and referrals are about conduct rather than skill. Nobody is deciding against you; nobody is thinking of you.Be visible to the people who book: crew chiefs and schedulers, not only the people you worked beside. Ask for the next job before you leave the current one.
You went freelance and the money is worse than the day rate suggested.A day rate is turnover. Insurance, tools, training, admin, quiet weeks and pension all come out of it, and the year is 150 days rather than 250.Work out the real annual figure before committing, and keep the equivalent of two quiet months in reserve.
A client complained and you do not know what about.Almost always the service layer: tone, visibility, or being told a problem without being told a plan.Say what you are doing and by when. Escalate with options rather than with the problem alone.
The company you were representing was unhappy about something you did not think was theirs.On site you are the company for the day, and their client heard it from you.Find out whose name you are wearing and what they expect before you arrive, and treat everything on site as the client's.
You are busy but not progressing.Doing the same shift repeatedly is not the same as advancing, and nobody will notice on your behalf.Pick one department, get visibly good at one specific thing in it, and ask the department lead what would make you more useful.
You keep being booked by one company and nobody else.Reasonable at first and a risk later. One client is a single point of failure for a freelancer.Deliberately work for at least three, even at some short-term cost, before you need to.

Practice it

Work these out for your own situation. Write the answers down; this is the chapter where a vague answer costs you real money.

Practice it
01
A starting freelance day rate is $300. You expect 160 working days. What is the turnover, and name four things that must come out of it before it is income?
Answer
$48,000 turnover. Out of it: public liability and equipment insurance, tools and their replacement, training and certification, unpaid administration and chasing invoices, holiday and sick days, pension, and the quiet weeks already accounted for in the 160. Turnover is not wages.
02
You are choosing between a staff job and going freelance immediately. What is the strongest argument for staff first, and it is not the money?
Answer
That staff work comes with people whose job includes teaching you, and freelance work comes with nobody whose job that is. It will still teach you — set-and-strike work especially, because it puts you in a new room on a new system most weeks — but the responsibility for learning is entirely yours. Be taught on purpose first, then be paid for it.
03
A client asks you a question you cannot answer. Give the sentence you should say, and say why it beats a guess.
Answer
Something like: I do not know, I will find out and come back to you by such a time. It beats a guess because a wrong answer given confidently is discovered later, in front of the client, and costs the company its credibility rather than yours.
04
You are on site in a rental company's shirt, for a production company, for a corporate client. Whose expectations are you meeting, and how do you find out what they are?
Answer
All three, and they can conflict. Find out before you arrive: ask the company that booked you what the client expects, what the dress and conduct requirements are, whether there is an NDA, and who on site you should escalate to.
05
Name the three habits most likely to get you rebooked, and explain why none of them is technical.
Answer
Say what you are doing without being asked; solve or escalate with a proposal rather than a bare problem; be findable. None is technical because almost everyone at entry level can do the technical part — service is the only variable left.
Field checklist
  • Do I know which shape of work I am aiming at, and why?
  • If freelance, have I worked out the real annual figure rather than the day rate?
  • Do I know who books crew where I want to work, by name?
  • Am I saying what I am doing and by when, without being asked?
  • When I escalate, do I bring options rather than only the problem?
  • Do I know whose name I am wearing today and what they expect?
  • Have I treated everything on this site as the client's, including photographs?
  • Am I keeping a record of every show, the gear and one thing I learned?
Chapter 10

Your First Ninety Days

Knowing the material is one thing. Converting it into work is another, and nobody tends to write that part down. Here is a realistic plan for someone starting from nothing.

Days 1 to 30 — be the person who is easy to work with

  • Say yes to load-ins and strikes. They are the least contested shifts and the fastest way to be seen.
  • Arrive fifteen minutes early, every time. It is noticed far more than you think.
  • Learn names, and use them. Crews are small and reputation travels ahead of you.
  • Carry the basics: gloves, a torch, a multi-tool, a marker, and tape. Being equipped is a signal.
  • Never stand still. If a task is finished, report and ask for the next one.
  • Ask about the words you do not know, on the same day you hear them.

Days 31 to 60 — become useful in one department

  • Pick the department you find most interesting and make it obvious you want work there.
  • Learn that department's cables, connectors, and vocabulary properly.
  • Volunteer for prep days. Prep is where you can learn without show pressure.
  • Start reading the paperwork before anyone hands it to you.
  • Practice the half-split method on every fault you see, even when someone else is fixing it.

Days 61 to 90 — start being requested

  • Get good at one specific, visible thing: cable discipline, radio microphone prep, or projector setup.
  • Ask the department lead what would make you more useful, and then do that.
  • Keep a private record of every show you work, the role, the gear, and what you learned.
  • Collect the contacts of the people who book crew, not just the people you worked beside.
  • Ask directly for the next level of responsibility. It is very rarely offered unprompted.
The honest truth about progression
  • Competence gets you called back; reliability gets you booked regularly.
  • Most people who leave this industry leave over the hours, not the difficulty.
  • The technicians who advance fastest are the ones who write things down.

A plan you have not written down is a wish. Work through these five questions for your own situation before you read the answers, and keep what you write somewhere you will see it again in a month.

Practice it
01
Which department would you choose to go deep in first, and what specifically makes you say that?
Answer
There is no wrong department, but there is a wrong reason. Choose on what the work feels like hour to hour, not on what the job title sounds like. If you enjoyed tracing faults, audio and video engineering will suit you; if you enjoyed the drawings, look at system design.
02
What are the three cheapest things you could carry that would make you more useful on a load-in tomorrow?
Answer
Gloves, a torch and a roll of tape cover most of it. A multi-tool and a marker come next. The point is not the kit, it is arriving equipped, which is read as a signal about everything else.
03
Which single visible skill could you be known for within ninety days, and how would anyone find out that you have it?
Answer
Pick something small, visible and repeatable - cable discipline, radio microphone prep, projector setup. People find out because you do it consistently and because you say out loud that you want that work, which almost nobody does.
04
Who actually books crew where you want to work, and how would you get in front of them?
Answer
It is rarely the person you worked beside. It is a crew chief, a production manager or a scheduler in an office. Ask the people you work with who books them, then contact that person directly rather than waiting to be noticed.
05
What will you write down after every show, and where will you keep it?
Answer
The show, your role, the gear you touched, and one thing you did not know before. A note on your phone is enough. This is the record that turns three years of shifts into a CV, and it cannot be reconstructed later.

At the end of the ninety days

You now know things about yourself that no amount of reading could have told you: which department you gravitated to, whether you liked the problem or the show, how much travel you actually want, and what you were good at without trying. That is exactly the information a career decision needs and exactly what you did not have ninety days ago.

Two things are worth doing with it while it is fresh, in this order. Start with the Opportunity Map, at https://reboot-opportunity-map-v1.vercel.app, which draws the whole industry as a transit map and shows you what is genuinely next to the station you are standing on — which is almost never what it looks like from outside. It takes a few minutes, it asks nothing of you, and it is the fastest way to see what the trade actually contains and picture yourself somewhere in it.

Then, once something on it has your attention, take the AV Pathfinder, at https://reboot-pathfinder.vercel.app. It is a short personal quiz — what you have done, what you are good at, what you actually want — and what comes back is three AV paths that suit you, with a Reboot course journey mapped to each: the specific courses, in order, that take you from where you are standing to that path. Not a job title and a good-luck, but a route with the steps on it. Between them you get a route rather than an ambition, and the next chapter is about choosing which way along it to go.

Both live inside the Reboot community, which is also where the rest of the course library sits, so you will be asked to sign in. Worth knowing before you go looking for them.

Chapter 11

Where to Go Next

AV Fundamentals is deliberately broad. The next step is to go deep in one direction, and the direction should be chosen on what the work actually feels like hour to hour rather than on what the job title sounds like from outside. Here are five honest routes, with what each one is really trading.

If you want to earn quickly

Go where the shortage is. Audio technicians who can prep and run a radio rack, and video technicians who can get any laptop onto any screen, are short everywhere and are booked first. These are learnable in months rather than years, the work is steady, and the rate rises fast because reliability is rarer than skill. The trade-off is that the ceiling on any single one of them arrives sooner than it does on the routes below, so treat it as a strong start and not a destination.

If you want to be creative

Lighting design, video content and screen design, and show design as a whole. This is where taste is part of the job and where your name gets attached to how a show looked. It pays well at the top and modestly for a while before that, because you are competing on portfolio rather than availability. Start by being the technician on those departments, and build the portfolio from inside.

If you like solving problems

System technician, RF coordination, and AV networking. These are the people who are called when something is wrong that nobody else can find, and they are paid accordingly. It suits people who enjoyed the half-split method more than the show itself. Networking in particular is the direction the whole trade is moving, so time invested there compounds.

If you have leadership in you

A1, technical director, production management. You stop being measured on what you can do with your hands and start being measured on whether the whole thing came together. It requires having done the technical work first, because you cannot lead a department whose failures you cannot recognise. Most people arrive here after five to ten years, and the ones who arrive fastest are the ones who started writing things down early.

If you want to build things that last

Installation and integration: the systems that get bolted into boardrooms, lecture theatres, houses of worship and stadiums and then stay there for a decade. The hours are far more civilised than live events, the work is closer to construction and commissioning than to show call, and the same signal flow underneath it does not change at all. People who love the trade but not the 4am load-in end up here, and many of them are glad they did.

Whichever direction you choose, the fundamentals in this book stay underneath it. Signal flow does not stop being true because you moved into lighting, and the prep discipline does not stop mattering because you now run a department.

Choosing without guessing

Most people choose a direction from the outside, on what a job title sounds like, and find out eighteen months later that the hours, the travel and the kind of problem did not suit them. The title was never the thing. What decides whether a route fits is far more ordinary: how much of your week is spent alone rather than in a crew, how much of it is travel, how much of it is solving something broken under time pressure, and whether you would rather be judged on taste or on reliability.

So answer four questions honestly before you answer "which department". Do you want to be measured on what you make, or on whether it worked? Creative routes are judged on the first and technical routes on the second, and most people are much happier on one side of that line than the other. How much travel do you actually want? Touring and large-format work pay for the travel because the travel is the cost. Do you like the problem or the show? Some people love the moment the room fills; others were happiest in this book during the half-split, tracing a fault. Both are real careers and they are not the same career.

And what do you already have? Nobody arrives empty. A trade background, music, IT, customer service, project work, a second language: every one of those shortens a specific route and lengthens others, and most people discount the thing they already own because it did not happen in AV.

The three tools, in the order you use them

Reboot exists because the answer to "where do I go next" should not depend on knowing somebody. Three tools do that work, and they run in a sequence: see the ground first, then work out where you stand on it, then close the specific gap between you and the next thing. Looking around comes before being assessed, because it is hard to judge a route you cannot yet see.

The Opportunity Map is the ground, and the place to start, at https://reboot-opportunity-map-v1.vercel.app. It draws the industry as a transit map: every role is a station, the lines are the parts of the trade, and the links between stations are the moves people genuinely make rather than the ones that sound plausible. This answers the question this book cannot: what is actually next to what. The route from where you are to where you want to be is usually two or three stops, and it is rarely the one you would have guessed, because the real adjacencies are invisible from outside the industry.

Pathfinder is the diagnosis, and it is worth taking once the map has shown you something worth wanting. It is a personal quiz rather than a form. You will find it at https://reboot-pathfinder.vercel.app. What comes back is three AV paths that suit you, each with a Reboot course journey attached — the specific courses, in the order that makes sense, between you and that path.

Three rather than one on purpose. Each path is scored on three separate axes, Fit, Success and Readiness, and those come apart in useful ways: a route can fit you well and still be a poor bet right now, or suit you badly and be the fastest paid work available. Seeing three side by side, with what each would cost you, is a decision. Being handed one is a horoscope.

It also weighs what you already have, so somebody arriving from another trade at thirty-five is not scored as though they were starting from nothing, which is the flaw in almost every careers quiz ever written.

The Academy closes the gap. Each station lists the competencies it needs; compare those against what you have and you get a short, specific list rather than "learn more audio". That list is what the course library is for, and it is why this book is the first of many rather than a thing on its own.

And CeReboot is the part you can talk to. The map, the competencies, the courses and the working knowledge in books like this one sit in one place you can ask in plain language: what an A2 actually does on a corporate job, what stands between you and a system tech role, which of two routes travels less. It is the reference desk for the whole thing, and it exists so that the answer to a beginner's question does not depend on whether a generous senior tech happens to be standing next to them.

Ninety days is enough to test a direction

Do not commit to a direction. Test one. Ninety days is long enough to know and short enough to be wrong about cheaply, and the test is the same whichever route you picked.

Take the work, including the unglamorous end of it, because the unglamorous end is where you find out what the department is like on an ordinary Tuesday. Three or four jobs tell you more than any amount of reading. Learn the one thing that department is short of: every route above has a specific scarcity, the radio rack, the laptop that will not hand over a picture, the network that has to work first time. Being the person who reliably handles the scarce thing is worth more than being broadly competent at the rest, and it is learnable in weeks. And find one person doing the job you are testing and ask what they wish they had known. Most will tell you at length, and that one conversation routinely saves a year.

Then look again at the end of it. If the work was better than you expected, go deeper and let the map show you the next station. If it was worse, you have spent ninety days and learned something true, which is a good trade. The other four routes are still there, and you now know something about yourself that you did not know before.

Chapter 12

About Reboot AV

Reboot AV exists because of a specific gap. The work in this industry is there, the pay is real, and the ceiling is high, but almost nobody entering it can see the route from where they are standing to where they want to be. There is no obvious first job, no visible ladder, and no one telling you which of the five directions in the previous chapter would suit you. People do not fail in this trade for lack of talent. They fail because nobody ever showed them what the path looked like.

So Reboot AV builds the thing that was missing: a course library covering the full breadth of live-event and installed audiovisual work, an interactive map of the roles in the industry and the routes between them, and an assessment that helps people work out where they actually fit rather than guessing.

Its founder, Patrice Augustin, came up through the trade rather than into it from outside, which is why the material in this book is written the way a crew actually talks rather than the way a manufacturer's manual reads.

Keep going
  • Take the interactive test for this course. It is the fastest way to find out what actually stuck, and it takes a few minutes.
  • Every course follows the same read, watch, practice structure you have just used.
Chapter 13

Glossary

A1 / A2Lead audio engineer / their stage-side support
AmplifierBoosts a signal to a level that can drive loudspeakers
Attenuation / padReduction. A switch that drops a too-strong signal before the preamp, usually by 20 dB
AV-over-IPCarrying professional audio and video as data over a network
Balanced / unbalancedAudio connections that resist noise (balanced) or do not (unbalanced)
BusA combined output path on a mixing console
Channel (console)A single input path on a mixing console
Channel (DMX)One controllable parameter on a lighting fixture. 512 of them make a universe
Comms / intercomThe headset system the crew uses to communicate
Condenser / dynamic micSensitive mic needing power / rugged mic for loud sources
Conventional fixtureA lighting fixture with one thing to control: brightness
DI boxTurns an unbalanced instrument or laptop output into a balanced signal for a long run
DMXThe control protocol from a lighting console to fixtures. Properly DMX512
DestinationWhere a signal ends up (speaker, projector, recorder)
DimmerSets how much power reaches a conventional fixture, and so how bright it is
DistroPower distribution — splits one large supply into the circuits a room needs
FeedbackThe runaway squeal from a mic hearing its own speaker
FOHFront of House — the audience-area mix position
GainHow much a signal is amplified
HeadroomThe safety margin before a signal distorts
LDLighting designer / director
LED wallA large screen built from tiled panels
Media serverA computer that stores prepared video content and plays it back on cue
Mic / line / speaker levelThe three standard audio signal strengths
MonitorsSpeakers or in-ears that let performers hear themselves
Moving headA motorised fixture that pans, tilts and colours. Twenty-plus channels each
Pan / tiltA moving head's rotation left-to-right / its angle up-and-down
Patch / patch bayTo connect signals / the central panel where they meet
PelicanA small hard plastic case with foam inside. Where the valuable small things live
Phantom power+48 V DC sent up a mic cable to power a condenser microphone
Pull sheetThe list of gear a job requires
Rack / rack elevationA 19-inch frame that houses gear / a map of what is in it
Radio rack / mic rackThe same case, under two names: the receivers for the wireless mics
Road caseThe wheeled case everything else travels in. Built to survive a truck
Scaler / processorAdjusts a picture to fit a display's format
Signal flowThe path a signal takes: source to processing to destination
SourceWhere a signal originates (mic, camera, laptop, media server)
Stage box / digital snakeCollects many stage inputs onto one network run to the console
Switcher (video)Selects and routes between video sources
Switch (network)Connects devices and directs data
TDTechnical Director — owns the show's technical execution. Often called the project manager on site
UPSUninterruptible power supply — a battery that holds gear up through a brief outage
Unity0 dB, meaning no change. The marked position on a fader
UniverseOne run of DMX data carrying 512 channels, numbered 1 to 512
Address (DMX)The number a fixture answers to, set on the fixture and matched in the console
Amperage / ampsHow much current something draws. Add it up before you plug it in
Art-Net / sACNWays of carrying DMX lighting control over an ordinary network
Aspect ratioThe shape of a picture, width against height. 16:9 is the usual one
BeamA narrow, hard-edged shaft of light
Board operatorThe person running a console during the show, rather than designing the look
BridleTwo legs of steel meeting at a point, used to hang a load between two roof points
Call timeThe time you are due on site. Not the time you arrive
CaptureTurning a video signal into a file or a stream on a computer
Chain hoist / motorThe electric hoist that lifts truss. Qualified riggers only
CircuitOne protected run of mains power. Everything on it shares its limit
ClippingPushing a signal past what the equipment can carry, which distorts it
Colour temperatureHow warm or cool a white looks, in kelvin. 3200K is warm, 5600K is daylight
CompressorEvens out a signal's loud and quiet parts automatically
Confidence monitorA screen facing the stage so a presenter can see what the audience sees
CrossoverSplits audio by frequency so each driver gets the range it is built for
CueOne prepared change, fired on a word
Cue stackThe list of cues in the order the show runs them
CutAn instant change from one picture to another
DanteThe common way of carrying audio as data over a network
Delay speakerA loudspeaker further back in the room, delayed so its sound arrives with the stage's
Dissolve / wipeTransitions between pictures: one fades into the next, the other travels across
EDIDThe message a display sends a source describing what it can accept. Often the reason a laptop shows nothing
EQ / equalisationTurning parts of the frequency range up or down
FixtureAny single lighting unit
FlakeLaying a cable out in loose folds so it pays out without tangling
FocusPointing and shaping each light where the designer wants it
Frame rateHow many pictures a second a video signal carries
FrequencyHow fast a wave repeats, in hertz. Heard as pitch
GateShuts a channel when nothing loud enough arrives, to keep spill out
GelA coloured filter placed in front of a light
GenlockA shared timing reference that keeps video sources in step
GoboA cut metal or glass pattern placed in a light to project a shape
HDCPCopy protection carried on HDMI. A protected source will refuse to appear on some equipment
HDMIThe common connector carrying video with audio over short runs
HazeA fine atmospheric mist that makes light beams visible
IECThe small mains lead that goes into most equipment
IEM / in-ear monitorA personal monitor mix sent to a performer's earpieces
ImpedanceA load's resistance to a signal, in ohms. Matters when matching amplifiers and loudspeakers
IP addressA device's number on a network
LatencyThe delay a digital system adds. It accumulates, and it matters most in monitors
Line checkConfirming every input arrives and is labelled, before sound check
Load-in / load-outGetting the show into the venue, and out of it again
LoudspeakerThe box that turns an amplified signal back into sound
LXLighting, as written on paperwork and call sheets
LumensHow much light a projector puts out. More is needed the bigger or brighter the room
PhaseThe timing relationship between two waves. Out of step, they cancel each other
Pixel pitchThe distance between LEDs on a wall panel. Smaller means it can be viewed closer
PoEPower over Ethernet: mains for a small device carried down its network cable
PointA place in the roof rated to hang a load from
PolarityWhich way round a signal is wired. Reversed, two sources cancel
PreampThe first amplification stage, where gain is set
PreviewThe picture the operator is lining up next, not yet on screen
Programme / PGMThe picture currently going to the audience
ProjectorThrows a picture onto a screen
QCQuality control: testing gear before it leaves, and tagging what passed
ResolutionHow many pixels a picture has, such as 1920 by 1080
RFRadio frequency, the band radio microphones and in-ears work in
RiggingHanging anything above head height, and the qualified work behind it
Ring outFinding and cutting the frequencies that feed back, before the show
Run of showThe document listing what happens when, and who does it
Sample rateHow many times a second an analogue signal is measured when digitised
SDIProfessional video over coax on a BNC connector, good for long runs
ShotgunA highly directional microphone, often mounted on a camera
Show callerThe person calling the cues live so every department moves together
Show controllerThe device that fires cues in sequence across departments
SocapexA multicore carrying six mains circuits out to a bar of lighting fixtures
Sound checkWorking through the actual show sources with the performers
SPLSound pressure level: how loud something is at a point in the room
Standby / goThe two-part call. Get ready, then execute
StrikeTaking the show down at the end
SubwooferThe loudspeaker that carries the lowest frequencies
SWLSafe working load: the most a rigging component may carry
TalkbackThe console's path for speaking to the stage or another position
Timecode / SMPTEA clock signal that keeps departments in step on a scripted show
TrussThe aluminium structure lights and screens hang from
V1 / V2Lead video operator / their support
VCA / subgroupControls that move several channels together
WashA broad, soft spread of light
WavelengthThe physical length of one cycle of a wave
WedgeA floor monitor angled up at a performer
Visual glossary

What the gear actually looks like

Every device named in this book, in one place. Recognition is the whole point of Chapter 4 — use this page to attach a picture to each name before you meet it on a dock at six in the morning.

Audio
Dynamic microphone
Dynamic microphone
Condenser microphone
Condenser microphone
Wireless handheld
Wireless handheld
Radio rack
Radio rack
Mixing console
Mixing console
Stage box / snake
Stage box / snake
Power amplifier
Power amplifier
Main loudspeaker
Main loudspeaker
Subwoofer
Subwoofer
Stage monitor wedge
Stage monitor wedge
In-ear monitors
In-ear monitors
DI box
DI box
Video
Camera
Camera
Video switcher
Video switcher
Scaler / processor
Scaler / processor
Projector
Projector
LED wall panel
LED wall panel
Confidence monitor
Confidence monitor
Lighting & control
Conventional fixture
Conventional fixture
Moving-head fixture
Moving-head fixture
Lighting console
Lighting console
Dimmer
Dimmer
Show controller
Show controller
Media server
Media server
Networking & infrastructure
Network switch
Network switch
Patch bay
Patch bay
Equipment rack
Equipment rack
Power distribution
Power distribution
Cable tester
Cable tester
A properly coiled cable
A properly coiled cable
Connectors, close up
XLR
XLR
TRS / TS ¼-inch
TRS / TS ¼-inch
SDI on BNC
SDI on BNC
HDMI
HDMI
Cat5e / Cat6 (RJ45)
Cat5e / Cat6 (RJ45)
Fiber optic
Fiber optic
DMX (5-pin XLR)
DMX (5-pin XLR)
AC power — not signal
AC power — not signal
Reboot AV
Find the source.
Find the destination.
Work along the path between them.
Every device on every show exists to serve that movement. Everything after AV Fundamentals 101 goes deeper in one direction.
rebootav.tech