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Intercom & Communications Systems

Chapter 01

Introduction

Comms is the one system every department touches. Lighting has its own console, audio its own desk, video its own rack -- and all of them share the intercom. It is the first thing plugged in and the last thing struck, and on a bad day it is the only thing standing between a hundred people and chaos.

It is also the system newcomers are handed first, usually with no explanation. Somebody gives you a beltpack, tells you to go to channel two, and the show starts. This book is what nobody told you: what the line actually is, why it hums, what the termination switch on the back of the power supply does, and how to find the dead pack before the director asks why camera three has gone quiet.

It covers wired partyline, matrix, digital and IP systems, wireless, and IFB, because a working crew meets all five, often on the same job.

Chapter 02

How to Use This Book

Read it in order the first time. It runs the way the system does: what a conversation is, then the wire that carries it, then the bigger systems, then the day itself -- planning, proving, running and fixing.

Keep a notebook

Write down the channel plan for every show you work: who was on which channel, which packs went to which positions, where the antennas were and which corner of the building dropped out. Comms problems repeat per venue, not per show, and the second time you are in that room the notebook saves you an hour.

A note on the words

The trade uses several words for the same thing. Comms, intercom, cans and talkback all mean the system; a beltpack is a pack or a belt pack; a biscuit is a small single-channel station. Party-line, partyline and conference line are the same topology. This book uses the words most widely understood on a stage and names the alternatives where they matter.

A note on safety

Comms carries DC power on the same conductors as audio -- thirty volts nominal on a standard two-wire line -- so a shorted connector drops the whole line, and plugging a microphone into a comms circuit can damage it. Headsets sit on your ears for a twelve-hour day: a comms headphone is expected to give twenty decibels of acoustic isolation or better, and running one loud enough to beat a noisy stage is how crew lose hearing slowly. Nothing here qualifies you to do electrical work.

Chapter 03

Why Comms Matter

A show is a few dozen people doing separate skilled jobs in the dark, to the second, with no chance to confer. Comms is the only reason that works.

Intercom is how a crew becomes one coordinated team — without it, a show falls apart.

The crew's nervous system

Intercom (comms) is the communication system the crew uses to talk to each other during a show — headsets and beltpacks connecting the director, operators, and departments so they can coordinate in real time. It is, in effect, the nervous system of a production: it is how the director calls the cues, how departments coordinate their actions, how problems are reported and solved, and how the whole crew works as one. A show runs on its comms — the director says take camera two and the switcher does it, the stage manager calls standby and everyone prepares. Without comms, a crew cannot coordinate a complex live show.

This makes comms genuinely essential, not just convenient. The coordination that lets dozens of people execute a live show together depends entirely on reliable communication, and that runs over the comms system. Comms failures are serious — if the crew cannot communicate, the show falls apart. Comms is what turns a crew into a coordinated team.

Comms across the production

Comms connects everyone who needs to coordinate during a show: the director and the technical crew (camera, switcher, lighting, audio, etc.), the stage manager and the stage, and the various departments. Different people are on the comms system, often organized so the right people can talk to each other (the director to the camera operators, the stage manager to the crew). This lets the complex web of a live production coordinate — everyone hearing the calls they need and able to communicate. Comms is the connective communication layer across the whole production, tying the departments and roles together.

This connects to crew coordination and show calling: the directing, the cue-calling, the departmental coordination all happen over comms. The comms system is the technical infrastructure that carries all this communication. Understanding that comms connects the whole production — carrying the director's calls, the coordination, and the crew's communication — shows its central role. It is the system that makes coordinated live production possible, and audio professionals often set up and manage it.

Who is on comms, and who is not

The crew on headset are the ones whose timing depends on somebody else: the director, the switcher, camera operators, the stage manager, lighting and video operators, audio, and the floor. The people NOT on headset matter just as much -- talent, most of the band, the audience -- because everything you say is heard by everyone on your channel and nobody else, and forgetting which group you are talking to is the commonest comms mistake there is.

A newcomer is usually handed a pack and a channel number. Ask two questions before the show: who else is on this channel, and who do I call if I need somebody who is not.

The object a newcomer is handed on their first call.

On the job

Twenty minutes to doors on a corporate general session. You are the A2 and you are wearing a pack on channel two with the video crew. The stage manager is on channel one with the director and the client. A presenter walks on stage early, in the dark, and starts testing their clicker. You can see it; the director, looking at a programme feed, cannot. You press the talk key you have -- channel two -- and say it, and four video operators hear you and the stage manager does not. Nothing happens. Ten seconds later you reach for the pack, find the channel-one key, and say it again, and the stage manager walks on and quietly takes the presenter back to the wing. The lesson is not that you were slow. It is that you did not know, before the show, which key reached the person who could act -- and that is a thing you set up in the afternoon, not something you work out in the dark.

How to do it

  1. Find the comms position and ask which channel your department is on.
  2. Draw a pack, a headset and a battery if the pack takes one.
  3. Put it on, set the headset so one ear is open to the room if the job needs it.
  4. Press talk and ask for a check; wait for somebody to answer you by name.
  5. Ask who else is on this channel and which channel reaches the stage manager.
  6. Set your pack volume with the show running, not in a quiet room.

What goes wrong

SymptomLikely causeWhat to do
You speak and nobody answersWrong channel, or talk key not latchedCheck the channel, press and hold rather than tapping, and ask again by name
You can hear but nobody can hear youHeadset microphone muted at the pack, or mic boom swung upCheck the pack's mic mute and that the boom is down near the mouth
Everyone winces when you talkMic too close, or you are shouting over a noisy stageBoom two fingers from the corner of the mouth, speak at a normal level

Practice it

On your next call, before the show.

Practice it
01
Write down every channel on the system and who is on each.
Answer
Most systems run two to six channels; the plan should be written somewhere, and if it is not, that is worth noticing.
02
Identify the one person you would need in an emergency and the key that reaches them.
Answer
On most shows it is the stage manager or the production manager, not the director.
03
Listen for ten minutes without talking and count how many transmissions were necessary.
Answer
Crews typically find a third of traffic is unnecessary, which is what makes a busy channel unusable.
Field checklist
  • You know your channel and who else is on it.
  • You know which key reaches the stage manager.
  • Somebody has answered your check by name.
  • Your level is set with the room noisy, not quiet.
  • You know where the spare pack and batteries are.
Chapter 04

How Comms Systems Work

Every comms system is one of two conversations wearing different hardware: a room everybody can speak into, or a line between two people. Learn which one you are on and the rest follows.

A hub, beltpacks, and headsets — and a few kinds of comms for different needs.

The parts of a comms system

A comms system has a few core parts. A base station or matrix is the hub that ties the system together and routes the communication. Beltpacks are the units crew members wear, connecting them to the system and letting them control their channels. Headsets (worn with the beltpacks) let crew hear the comms and talk (a headphone and a microphone). The crew wear beltpacks and headsets, connected back to the base or matrix, forming the communication network. Wireless comms (wireless beltpacks) free crew to move, like other wireless systems. Understanding these parts — hub, beltpacks, headsets — is the basis for setting up and using comms.

Comms systems can be wired (beltpacks connected by cable back to the base) or wireless (wireless beltpacks, with the same RF considerations as radio microphones), and modern systems are often networked or digital. Whatever the technology, the structure is the same: a central hub connecting the crew's beltpacks and headsets into a communication network. Knowing the parts and how they connect lets you set up a comms system and understand how the crew's communication flows through it. The comms system is the infrastructure that carries the crew's coordination.

Where the system actually lives.

Kinds of comms: party line, matrix, IFB

Matrix
Matrix

There are a few kinds of comms for different needs. Party line is the simplest: everyone on a channel hears everyone else on it, like a group conversation — simple and common for smaller crews, where everyone shares one or a few channels. Matrix comms is more flexible and powerful: it can route communication between specific people and groups, so different people can have different channels and talk to whoever they need — used on larger, complex productions where the coordination is more elaborate. IFB (interruptible foldback) is a special kind: a one-way feed (usually of program audio and cues) to on-air talent's earpieces, which can be interrupted by a director to give them instructions — used in broadcast to talk to presenters.

Understanding these kinds tells you how comms is organized for different shows: party line for simple shared communication, matrix for flexible routing on complex shows, and IFB for cueing talent. A production may use several — a matrix system for the crew, party-line channels within it, and IFB to the presenters. Knowing the kinds of comms and what each is for lets you understand and set up the right communication structure for a show. The kind of comms is matched to the production's coordination needs.

Party-line and point-to-point

A party-line is a shared conference. Everybody keyed to that channel hears everybody else, as though they were standing in a circle. It is cheap, instant, and gets noisy as soon as more than about eight people are busy on it.

Point-to-point is a line between two parties, dialled or assigned. Nobody else hears it. A matrix is a machine for making a great many point-to-point lines at once, and for building party-lines inside itself.

Most real shows run both: party-lines for the departments that work as teams, point-to-point for the people who need a private word.

The two shapes of a conversationA party-line drawn as one shared circle and point-to-point drawn as separate pairs.EVERY SYSTEM IS ONE OF TWO CONVERSATIONStwo shapesLearn which one you are on and everything else follows.PARTY-LINEEverybody keyed to the channelhears everybody else.Cheap, instant, noisy past about eight busy people.POINT-TO-POINTA line between two parties.Nobody else hears it.A matrix is a machine for making many of these at once.Most real shows run both: party-lines for teams, point-to-point for the private word.
FIG 4.2 A party-line as one shared circle against point-to-point as separate pairs.

The four systems you will meet

Analogue two-wire partyline is the stage standard: beltpacks on microphone cable, power and audio on the same conductors. Digital partyline runs the same idea over network cable with more channels. Matrix is the big installed system, with keypanels and assignable keys. Wireless is a base station and roaming packs, and on a modern show it is most of the crew.

They interconnect, and the joins are where the trouble lives. A four-wire interface is almost always what sits between two of them.

The four systems you will meetFour comms system types with their connector, channel count and where each is normally found.THE CONNECTOR TELLS YOU THE SYSTEMbefore you open itLook at the connector and count the channels on the pack. That is usually the whole diagnosis.SYSTEMCONNECTORCHANNELSWHEREAnalogue two-wire3-pin XLR1 or 2the stage standardDigital partylineRJ45manysame idea, network cableMatrixRJ45 to a frameassignablethe big installed systemWirelessnone — a base and packsseveralmost of a modern crewThey interconnect, and the joins are where the trouble lives — almost always through a four-wire interface.
FIG 4.3 The four systems, with the connector, channel count and where each is normally found.

How to do it

  1. Look at the connector. Three-pin XLR is analogue two-wire; RJ45 is digital or matrix.
  2. Count the channels on the pack. One or two is analogue; more is digital or matrix.
  3. Find the power supply or main station and read what it says it terminates.
  4. Ask whether the wireless base is on the same system or a separate island.
  5. Trace one cable end to end before the show so you know the shape of it.

What goes wrong

SymptomLikely causeWhat to do
Two halves of the crew cannot hear each otherTwo separate systems with no interface between themFind the four-wire interface, or accept it and agree a relay person
Adding a pack makes everyone quieterToo many stations bridging the line, or termination now wrongCheck that exactly one termination is switched in, and count the stations
Wireless users hear the wired crew but not each otherBase station assigned to the wrong channel, or antenna placementCheck the base's channel assignment before suspecting the radio

Practice it

On any system you can get your hands on.

Practice it
01
Classify it as party-line, point-to-point or both, and say how you knew.
Answer
Connector type and channel count give it away before you open anything.
02
Find the termination and say where it is.
Answer
On an analogue system termination is usually a switch on the power supply or main station.
03
Draw the system on one page, including anything joined to it by an interface.
Answer
If the drawing has an interface box on it you have found the part that will fail first.
Field checklist
  • You know whether it is party-line, point-to-point or both.
  • You have found the power supply and the termination.
  • You know how many stations are on each channel.
  • You know what is joined to it and by what.
Chapter 05

The Wire Itself — Two-Wire Partyline in Detail

Two-wire partyline is the system that looks simplest and bites hardest, because one pair of conductors carries the power, the audio and everybody's crosstalk at the same time.

What is actually on the cable

Microphone
Microphone

A standard analogue partyline runs on microphone cable. The screen is ground, one conductor carries the DC power and the audio together, and on two-channel systems the third conductor carries the second channel. That is why a comms cable looks exactly like a microphone cable and must never be used as one: there are thirty volts sitting on the pin a microphone expects to be quiet.

Because power and audio share a conductor, anything that loads the power loads the audio. A shorted connector does not quieten one pack; it drops the channel.

What is on the cableA three-pin comms cable carrying ground, power-plus-audio and a second channel, with the figures a standard line runs on.POWER AND AUDIO SHARE ONE CONDUCTORtwo-wireWhich is why a shorted connector does not quieten one pack — it drops the whole channel.PIN 1screen / groundthe reference everything sits onPIN 2+30 V DC and channel 1 audiopower and signal, same conductorPIN 3channel 2 on two-channel systemsunused on single-channelTermination: 200 ohms, and exactly one per channelTwo terminations halve the impedance and the line goes quiet and strange.None at all leaves it ringing and hot.Figures for RTS and Clear-Com analogue partyline. Check the manual for the system in front of you before treating any as a limit.
FIG 5.1 What a three-pin comms cable carries, and the 200-ohm termination rule.

Termination, and why there is exactly one

The line is terminated at one point, and only one. Termination sets the impedance the stations work into; two terminations halve it and the system goes quiet and strange, while none leaves the line ringing and hot. The switch is usually on the power supply or the main station, and on a long day somebody will have flipped it.

Sidetone, and why you hear your own voice

Sidetone is your own voice fed back into your own earpiece. It sounds like a fault and is the opposite: without it, a headset feels dead, you cannot tell whether your microphone is live, and everybody shouts. Telephones have done it deliberately since the 1920s for the same reason.

Every pack has a sidetone level, and it is the first thing to set for a new user. Too little and they shout; too much and they whisper and nobody on the channel can hear them. Set it with the room at show noise, not in a quiet shop.

The numbers a two-wire line runs on

Figures from RTS's Handbook of Intercom Systems Engineering. Where this varies, it varies by manufacturer and by how long the cable run is -- so check the manual for the system in front of you before you treat any of these as a limit.

QuantityFigureWhy it matters
System termination200 ohms for RTS and Clear-ComOne termination only; two makes the line quiet and strange
DC power on the line30 volts nominalShared with the audio on the same conductor
Station bridging impedance10000 ohms or greaterLets many stations sit across the line without loading it
Stations before a 6 dB dropup to 50The level falls slowly rather than suddenly
Stations for a 3 dB changeabout 20 across the lineUseful rule when a channel starts sounding thin
Peak signal the line tolerates5 volts peak-to-peakSets the ceiling on how many people can talk at once
One station talkingmaximum 2 volts peak-to-peakTwo talkers make 4 volts and leave 1 volt of headroom
Standard cable22 AWG shielded microphone cable24 AWG shortens the maximum distance
Cable resistance (22 AWG)about 3.2 ohms per 100 feet of cable round tripEach conductor is about 16 ohms per 1000 feet; the current goes out and back so both count — 32 ohms per 1000 feet round trip
Where response starts to sufferaround 10000 feet of cableCapacitance rolls off the top end before DC fails
Mains input120 or 240 volts ACMost supplies take either

The headroom line is the one worth memorising. A station can put two volts peak-to-peak on a line that tolerates five, so two people talking together use four and leave one. That is the arithmetic behind the oldest rule on comms: one person talks at a time.

Why one person talks at a timeA bar showing the five-volt peak-to-peak budget of a partyline, two volts consumed per talking station.TWO TALKERS USE FOUR OF THE FIVE VOLTSheadroomThe oldest rule on comms is not etiquette. It is arithmetic.What the line tolerates5 volts peak-to-peakWhat two people talking actually usestation 1: 2 Vstation 2: 2 V1 V leftA third talker has nowhere to go, so the channel distorts and nobody is understood.Say who you want, say what you need, get off.One station can generate a maximum of 2 V p-p; the powered line tolerates 5 V p-p.
FIG 5.2 The five-volt budget of a partyline, and the two volts each talking station consumes.

What goes wrong

SymptomLikely causeWhat to do
Whole channel goes dead when one pack is plugged inShorted connector or damaged cable on that dropUnplug packs one at a time until the line returns, then replace that cable
Everything is quiet and sounds oddTwo terminations switched inFind both and switch one out; there is exactly one termination per channel
The line hums and the hum changes as you walkComms cable run alongside mains, or a ground loop through a shared circuitReroute away from power, and do not defeat an earth to cure it
Top end dull on a very long runCable capacitance on a run approaching several thousand feetShorten the run, use a heavier gauge, or split with a powered interface

Practice it

With a two-wire system and a multimeter, powered but with no audio running.

Practice it
01
Measure the DC on the line and say whether it matches the nominal figure.
Answer
About thirty volts; appreciably less suggests a long run or a loaded supply.
02
Find the termination switch and say what changes when you move it.
Answer
Switching in a second termination halves the impedance and audibly drops the level.
03
Work out the round-trip resistance of a 500 foot run of 22 AWG.
Answer
About 16 ohms round trip — two conductors of 500 feet at about 16 ohms per 1000 feet each (32 ohms per 1000 feet of cable).
Field checklist
  • Exactly one termination is switched in per channel.
  • The line measures near thirty volts with the system idle.
  • No comms cable is being used as a microphone cable.
  • Runs are routed away from mains cable.
  • You know the station count on each channel.
Chapter 06

Matrix and Four-Wire Systems

A matrix is a machine whose whole job is deciding who hears whom. Once a show is big enough that one shared line will not do, this is what replaces it.

What a matrix actually does

A matrix is a central frame with ports. Every panel, pack, camera, phone line and partyline hangs off a port, and the matrix connects any port to any other in either direction. A key on a panel is an instruction to the matrix: when I press this, join me to that.

Because the joins are software, the same hardware becomes a different system between two shows. That is its strength and the reason it goes wrong: the rack is fine and the configuration is not.

Four-wire, and why interfaces are four-wire

Four-wire means separate send and return paths -- two pairs, audio one way on each. Two-wire mixes both directions on one pair, which is why it needs a hybrid to join the two. Almost every interface between a matrix and anything else is four-wire, and almost every interfacing problem is a level or a mode mismatch at that join.

Two-wire and four-wireTwo-wire mixing both directions on one pair, four-wire keeping send and return separate.A HYBRID JOINS A MIXED PAIR TO A SPLIT ONEnull itMost interface faults work in one direction and fail in the other, which a round-trip test hides.TWO-WIREBoth directions share one pair.Needs a hybrid to split them.FOUR-WIRESend and return on their own pairs.Test each direction on its own.Null the hybrid with the far end silent, per the interface's own procedure.
FIG 6.1 Two-wire sharing one pair against four-wire keeping send and return separate.

Keypanels and assigning keys

A keypanel is a row of keys, each assigned to a destination -- a person, a party-line, a group, an IFB. Talk and listen can be separate. The assignment is the show's comms design made concrete, and it is worth photographing the panel before anybody changes it.

A wall of keys, each one a decision about who hears whom.

How to do it

  1. Confirm the frame is powered and the system is online, not in a fault state.
  2. Walk the panels and press each key, confirming you reach the labelled destination.
  3. Check the partyline ports against the wired packs on the floor.
  4. Test every interface — telco, radio, camera — in both directions.
  5. Save and back up the configuration before anybody edits it.

What goes wrong

SymptomLikely causeWhat to do
A key reaches the wrong personAssignment changed, or a panel moved to a different portCheck the port the panel is on before re-assigning anything
One direction works and the other does notFour-wire send and return swapped, or level set on one side onlyCheck the interface's send and return independently
Howling or echo on an interfaceTwo-wire to four-wire hybrid not nulledNull the hybrid with the far end quiet, per the interface's procedure

Practice it

On a matrix system you can access.

Practice it
01
Photograph a keypanel and write out what each key reaches.
Answer
The labels and the real destinations disagree more often than anyone expects.
02
Find the four-wire interfaces and name what each one joins.
Answer
Usually telco, two-way radio, cameras and any party-line island.
03
Describe what would happen if two panels were swapped between ports.
Answer
Each would answer to the other's key assignments, because assignment follows the port.
Field checklist
  • Every key has been pressed and reached the labelled destination.
  • Every interface has been tested in both directions.
  • Hybrids are nulled.
  • The configuration is saved and backed up.
Chapter 07

Digital Partyline, IP and Virtual Clients

The middle ground: the simplicity of a partyline with the channel count of a matrix, running on network cable instead of microphone cable.

Digital partyline over network cable

A digital partyline puts several channels down one network cable and powers the packs over it. The pack gains a display and a menu, so a user can change channel without a screwdriver, and the system can carry far more than the one or two channels an analogue line manages.

What it does not change is the discipline. More channels means more places to be on the wrong one.

Intercom over IP, and people who are not in the building

Intercom
Intercom

An IP interface puts a comms channel onto a network, and a virtual client -- an app on a laptop or phone -- joins it from anywhere. A remote director, a client at home, a second venue: all become a key on somebody's panel.

The cost is latency and dependence on a network you may not control. Treat a remote participant as a guest on the system, not a core path, and never put a show-critical cue on a link you cannot test.

How to do it

  1. Agree which channel they join and what they must not hear.
  2. Test the link end to end at least a day before, not on the show day.
  3. Check the delay by asking for a count-back and listening for the lag.
  4. Agree a fallback — a phone number — and write it on the comms plan.
  5. Tell the crew there is a remote on the channel, because behaviour changes.

What goes wrong

SymptomLikely causeWhat to do
Remote participant hears the show lateNetwork latency through the IP pathAccept it for listening, never for cueing; keep cues on local comms
Remote drops out repeatedlyNetwork congestion or a consumer connection at the far endFall back to the phone path and carry on; do not debug mid-show
Digital pack shows the right channel but hears nothingChannel assigned at the pack but not enabled at the main stationCheck the assignment at the station, not at the pack

Practice it

On a digital or IP system.

Practice it
01
Count the channels available and compare with how many the show uses.
Answer
Most shows use a fraction of what the system offers, which is healthy.
02
Measure the delay to a remote client by timing a count-back.
Answer
Anything you can hear as a lag is too much for cueing.
03
Say what the fallback is if the network fails during the show.
Answer
If the answer is "there isn't one", that is the finding.
Field checklist
  • It has been tested end to end on a different day.
  • The delay has been heard and judged acceptable for its use.
  • No show-critical cue depends on it.
  • A fallback exists and is written down.
Chapter 08

Wireless Comms

On most modern shows the majority of the crew are on wireless packs. The system is only as good as where you put the antennas, and that decision is made before the crew arrives.

The base, the transceivers and the packs

A wireless comms system is a base station, one or more remote antennas or transceivers placed around the space, and roaming beltpacks. The packs talk to whichever transceiver has them, and hand over as people walk, the way a phone moves between masts.

Coverage is therefore a question about the building, not the product. A venue with a steel grid, a concrete core and a basement dressing room needs transceivers in each, and finding that out at rehearsal is too late.

The transceiver goes where the people are.

Sharing the air

Wireless comms sits in the same crowded spectrum as the microphones and the in-ears. Who coordinates it varies: on a big show the RF engineer owns everything that radiates, and your packs are on their plan. Say what you are bringing before you switch it on.

Antenna cable, and why the run matters

From RTS's Handbook of Intercom Systems Engineering. Loss in antenna cable is the quiet killer of wireless coverage, because it costs you range at both ends. Where this varies, it varies with cable type and frequency -- a higher band loses more per metre than a lower one.

RuleFigureWhy
Antenna cable in a wireless systemshould rarely exceed 100 feetLoss reduces both transmit reach and receive sensitivity
VHF runs100 feet is usually achievableLower frequencies lose less per unit length
Coaxial runs between system partsup to about 1000 feetBeyond this the loss stops being worth it
Fiber between system partsover about 3300 feet (1000 metres)The answer when the distance is genuinely long
Cable routed near mains over long distancesprecautions above about 1000 feet (300 metres)Induced hum and interference grow with run length

The practical reading: put the transceiver near the people and run network or fiber to it, rather than putting it near the rack and running a long coax to an antenna. Distance in the data path is cheap; distance in the aerial path is not.

Put the transceiver near the peopleA venue plan with transceivers placed at working positions and data runs back to the base station.KEEP THE AERIAL RUN SHORTwireless coverageAntenna cable should rarely exceed 100 feet; data to the transceiver can run much further.THE BUILDINGstagefront of housedressing roomsbasementthe dead spottransceiver at each working positionbase station in the rack, joined by data — not by a long aerial cableCoax between system parts runs to about 1,000 feet; fibre runs over 1,000 metres. Aerial cable is the one to keep short.
FIG 8.2 Transceivers placed at working positions, with data back to the base rather than a long aerial run.

How to do it

  1. Walk the building before you rig, including basements, stairwells and dressing rooms.
  2. Put transceivers where the crew will actually stand, not where the rack is.
  3. Keep antenna cable runs short, and run data to the transceiver instead.
  4. Declare your frequencies to whoever coordinates RF on the job.
  5. Walk-test every area with a pack on your ear before the crew call.

What goes wrong

SymptomLikely causeWhat to do
A pack drops out in one part of the buildingNo transceiver covering that area, or a structural blockerAdd or move a transceiver; walk-test again
Range is poor everywhereLong or lossy antenna cableShorten the aerial run and move the transceiver closer to the people
Interference that comes and goesAnother radio system sharing the band, often arriving later in the dayCoordinate with whoever owns RF; do not simply change channel and hope
Packs fine at rehearsal, failing at showA full room of bodies absorbing signalWalk-test with the room full where you can, and plan margin

Practice it

In a venue you can walk.

Practice it
01
Mark on a plan every place a crew member will stand during the show.
Answer
The list is usually longer than expected — followspot positions, loading dock, dressing rooms.
02
Say where you would put transceivers and why.
Answer
Near the people, with short aerial runs and data back to the base.
03
Identify the one area most likely to drop out.
Answer
Basements, lift lobbies and anywhere behind a concrete core.
Field checklist
  • Every working position has been walk-tested with a pack.
  • Aerial cable runs are short.
  • Frequencies are declared to whoever coordinates RF.
  • Spare packs and charged batteries are at the comms position.
Chapter 09

IFB, Program and ISO

Three things that are not conversations: feeding somebody the show, cutting in over it, and taking one person aside. Each has a precise meaning and crews use the words loosely.

IFB — interruptible foldback

IFB sends a person a feed -- usually programme audio -- which the director can interrupt to speak to them. A presenter hears the show in their ear until the director says "wrap it up", at which point the show audio ducks or disappears and the director's voice replaces it.

It is one-way. The talent does not talk back on it. That is the whole design: the person on air must be able to listen without being able to broadcast into the crew's ears.

What is in a presenter's earProgramme audio feeding a presenter, interrupted by the director, with the presenter removed from their own feed.THE FEED MUST NOT CONTAIN ITS LISTENERmix-minusA presenter hearing themselves a fraction late cannot speak at all.PROGRAMMEthe show, minusthis presenterINTERRUPTthe director, cuttingover the programmeone earpieceone-way onlyTHE PRESENTERhears the show untilthe director speaks,and cannot talk back.If they hear themselves at all, it is not a mix-minus yet — lowering the level does not fix it.
FIG 9.1 Programme audio and the director's interrupt arriving in one earpiece, with the presenter removed from their own feed.
The earpiece is fitted, hidden and strain-relieved before anyone goes on.

Programme feed and mix-minus

Anyone who is both heard in the show and listening to the show must be fed a mix that does not contain themselves. A presenter hearing their own voice delayed by a fraction of a second cannot speak. That subtraction is a mix-minus, and it is the audio department's job, but comms is where it is consumed.

ISO, and the private word

ISO isolates one party from the channel so the director can speak to them alone. The rest of the line carries on without hearing it. It is the polite alternative to clearing a whole channel.

Tally, and what the red light is really saying

Tally is a signal, not a camera feature. The switcher tells the system which source is on air, and the system lights a lamp on that camera, in that operator's viewfinder, and often on the presenter's monitor. It is comms in the sense that matters: information travelling so people can act on it without anybody speaking.

An operator whose tally is on holds the shot and does not move. An operator whose tally goes out is free to reframe. Tally failing is therefore a show problem rather than a nuisance, because the whole convention collapses and everyone has to be told verbally instead.

Stage announce and dressing-room paging

Not everybody who needs to hear something is wearing a headset. Stage announce puts a comms position onto loudspeakers in the room, and paging reaches dressing rooms, corridors and the green room. It is how a stage manager calls the half, calls beginners, and gets a performer to the stage without sending a runner.

It is also the one comms path the audience might hear, so it is worth knowing which key opens it before you lean on it by accident.

How to do it

  1. Agree who can interrupt — usually the director, sometimes a producer too.
  2. Confirm the feed is a mix-minus of that presenter.
  3. Fit the earpiece and dress the cable so it is hidden and will not pull out.
  4. Set the level with the presenter speaking and the show audio running.
  5. Test the interrupt with the presenter talking, so they feel what it does.

What goes wrong

SymptomLikely causeWhat to do
Presenter stumbles and cannot speak fluentlyHearing themselves delayed — the feed is not a mix-minusGet audio to remove them from their own feed; do not just lower the level
Presenter does not react to the directorInterrupt not reaching them, or level too low under the programmeTest the interrupt with programme running, not in silence
Crew hear the presenter talking to themselvesA talkback path left open on what should be a one-way IFBConfirm the IFB is one-way at the panel

Practice it

With a presenter and an IFB, before a rehearsal.

Practice it
01
Prove the feed is a mix-minus by having them speak and listening to their ear.
Answer
If they hear themselves at all, it is not a mix-minus yet.
02
Test the interrupt while the programme is running.
Answer
An interrupt tested in silence tells you nothing about the show condition.
03
Ask them whether the level is comfortable under the show.
Answer
Presenters usually want the interrupt louder than the engineer expects.
Field checklist
  • The feed contains everything except that person.
  • The interrupt has been tested against live programme.
  • The earpiece is fitted, hidden and strain-relieved.
  • The presenter has heard it and agreed the level.
  • It is one-way, with no talkback path open.
Chapter 10

Interfacing to Everything Else

No comms system stands alone. It is joined to telephones, two-way radios, cameras and other people's systems, and every join is a place where levels, directions and expectations disagree.

Why interfacing is where the trouble lives

Each system was designed on its own terms. One expects four-wire at line level, another two-wire with power on it, a third a dry contact for its call light. An interface is a translator, and a translator can be wrong in three ways at once: wrong level, wrong direction, wrong signalling.

Test an interface in both directions separately. Most interface faults work one way and fail the other, and a single round-trip test hides that.

Why interfacing is where the trouble livesThree systems each expecting something different, the interface translating between them, and the three independent ways that translation fails.WRONG IN THREE WAYS AT ONCElevel / direction / signallingEach system was designed on its own terms. The interface is what has to agree with all of them.SYSTEM Afour-wire, at line levelSYSTEM Btwo-wire, with power on itSYSTEM Ca dry contact for its call lightTHEINTERFACEa translatorWRONG LEVELOne way clear, the other unusable.WRONG DIRECTIONSend and return swapped.WRONG SIGNALLINGCall light one way only --only the audio was translated.THE THREE ARE INDEPENDENTClearing one does not clear the others, so an interface is three questions, not one.Test an interface in both directions separately. A single round-trip test hides a fault that works one way.
FIG 10.1 Three systems each expecting something different, and the three independent ways the interface between them fails.

Cameras, the standing problem

Camera
Camera

Camera intercom is its own recurring difficulty on every broadcast job. The camera carries comms down its cable to the CCU, where it reappears as something the matrix has to be told about, and the arrangement differs by camera manufacturer. Expect to spend time on it and ask the vision engineer how this particular fleet does it.

Telephone and two-way radio

A telco interface puts a phone line on a key, which is how a remote contributor joins without any network at all. A radio interface bridges the site's walkie channel onto comms, which is how the comms crew hears security and the loading dock. Both are four-wire joins with a level set at each end.

How to do it

  1. Establish what each side expects — level, two-wire or four-wire, and signalling.
  2. Connect and test one direction with a known talker and a known listener.
  3. Test the other direction separately.
  4. Null any hybrid with the far end silent.
  5. Label both ends and write the interface on the comms plan.

What goes wrong

SymptomLikely causeWhat to do
One direction clear, the other unusableLevel set on one side only, or send and return swappedTest and set each direction independently
Echo building on a joined systemHybrid not nulled where two-wire meets four-wireNull it with the far end quiet
Call light works one way onlySignalling not translated, only audioCheck the interface supports the call signalling, not just audio

Practice it

On a system with at least one interface.

Practice it
01
Name every system joined to the comms, and what joins it.
Answer
Telco, two-way radio, cameras and wireless islands are the usual four.
02
Test one interface in each direction and record the result separately.
Answer
If you only tested a round trip, you have not tested it.
03
Say what would break if that interface failed mid-show.
Answer
Usually one department loses contact entirely, which is why it belongs on the plan.
Field checklist
  • Each direction has been tested separately.
  • Hybrids are nulled.
  • Signalling as well as audio has been checked.
  • Both ends are labelled and on the comms plan.
Chapter 11

Cable, Headsets and the Physical Layer

Comms fails physically far more often than it fails electronically. The connector, the cable and the thing on somebody's head are where the faults are.

The headset is the part that touches a person

A headset is worn for twelve hours. Single-muff leaves one ear open to the room, which is what most floor crew need; double-muff isolates, which is what a director in a loud position needs. The microphone sits near the corner of the mouth, not in front of it, and a boom swung up is the commonest reason somebody cannot be heard.

Headsets are also the commonest consumable. A crew of twenty will kill cables, and a spare headset at the comms position saves a show.

Single-muff, boom at the corner of the mouth, one ear open to the room.

Headsets and cable, by the numbers

Dynamic Mic
Dynamic Mic

From RTS's Handbook of Intercom Systems Engineering. These are the figures a comms system is specified around. Where this varies, it varies by manufacturer: a dynamic headset microphone and an electret want very different impedances, and plugging the wrong one in gives a thin or dead signal rather than an obvious fault.

PartFigureWhat it means on the job
Headset microphone impedanceabout 150 to 500 ohmsThe range a standard dynamic comms headset works in
Electret microphone impedance1000 to 2000 ohms and needs poweringA different beast; it will not simply swap in
Push-to-talk microphonesaround 500 ohmsSits in the same range as a headset mic
Headphone impedance expected50 to 1000 ohmsLow-impedance phones need a suitable amplifier to get level
Acoustic isolation wanted20 dB or moreProtects hearing and keeps the stage out of the ear
Low-impedance wiring to cut crosstalk470 ohmsLower impedance carries less crosstalk between pairs
Crosstalk — single cable, two shielded pairsabout 10 feetTwo channels in one cable interfere soonest
Crosstalk — dual ribbed cableabout 30 feetBetter: the pairs are further apart
Crosstalk — separate cables50 feet and moreSeparate cables are the fix when crosstalk bites
Balanced microphone input runup to about 100 feet depending on cableThe practical limit for a mic-level tie
Total line capacitance at lengthabout 100 nF on a long runWhat rolls the top end off before DC fails

Two practical readings. First, if two channels in one cable are bleeding into each other, the answer is separate cables, not more gain. Second, a headset that sounds thin is usually the wrong microphone type for the system, not a faulty one — check whether the pack expects dynamic or electret before you bin it.

Crosstalk is a cable decisionThree cable arrangements and the run length at which two channels begin to interfere.SEPARATE CABLES BUY FIVE TIMES THE RUNcrosstalkWhen two channels bleed into each other the answer is separate cables, not more gain.Single cable, two shielded pairs10 ftDual ribbed cable, two shielded pairs30 ftSeparate cables, shielded pair in each50 ft+Balanced microphone input run: up to about 100 feet, depending on cable.Figures from RTS's handbook. Crosstalk also falls with lower wiring impedance — 470 ohms is cited for the purpose.
FIG 11.2 The run length at which two channels begin to interfere, by cable arrangement.
Comms cable looks exactly like microphone cable, and must not be mixed with it.

How to do it

  1. Count out packs, headsets and batteries against the channel plan plus spares.
  2. Test every headset on a working pack before it leaves the shop.
  3. Coil and label comms cable separately from microphone cable.
  4. Check the boom and the earpiece on each headset for cable damage at the strain relief.
  5. Bring more headsets than packs, because headsets fail first.

What goes wrong

SymptomLikely causeWhat to do
Intermittent audio that comes and goes as somebody movesHeadset cable broken at the strain relief near the connectorSwap the headset; flex the cable at the connector to confirm
Thin or quiet microphone on one headsetWrong microphone type for the system, dynamic against electretCheck what the pack expects before condemning the headset
Two channels bleeding into each otherBoth channels sharing one cable over a long runSplit onto separate cables rather than adding gain

Practice it

With a box of headsets and a working pack.

Practice it
01
Test each headset and set aside the ones that crackle when flexed.
Answer
Flexing at the connector finds the fault a static test misses.
02
Identify whether the system expects dynamic or electret microphones.
Answer
The manual says; the pack's menu often says too.
03
Work out how many spare headsets a twenty-person crew should carry.
Answer
Enough to replace one failure per department without going back to the shop.
Field checklist
  • Every headset has been tested on a working pack.
  • Comms cable is labelled and stored apart from microphone cable.
  • Spare headsets and batteries are at the comms position.
  • Channels that bleed are on separate cables, not turned down.
Chapter 12

Setting Up & Running Comms

Comms is designed in the afternoon and judged in the dark. Everything that makes it work on the night was decided while the room was still lit.

Plan the channels, test it thoroughly, and keep the crew talking through the show.

Setting up and testing comms

Setting up comms for a show means planning the communication structure (who needs to talk to whom — what channels and groups), configuring the system (the base/matrix, the beltpacks, the channels), distributing and fitting the crew with beltpacks and headsets, and testing thoroughly that everyone can communicate as needed before the show. The planning is key: thinking through the production's coordination needs (the director to these people, the stage manager to those, IFB to the presenters) and setting up the channels to match. A well-planned, well-tested comms setup means the crew can coordinate smoothly; a poorly-planned one causes confusion and failures.

Testing is essential because comms is show-critical: before the show, you confirm every crew member can hear and be heard on the right channels, that the director's calls reach the right people, and that the whole communication structure works. This is the same prep-and-test discipline as every other system, applied to comms. Audio professionals often set up and manage comms (it is audio-adjacent), so knowing how to plan, configure, and test a comms system is valuable. A thoroughly set-up and tested comms system is the foundation of a coordinated show.

Comms etiquette

Using comms well requires etiquette, because many people share the system and clear communication is critical. Good comms etiquette: keep it brief and clear (comms channels are shared, so say what is needed concisely and no more — chatter clogs the channel), identify who you are talking to when needed, acknowledge and confirm (a copy or got it so people know you heard), and stay off the channel when you do not need it (especially keeping non-essential talk off during critical moments). This is ordinary crew etiquette, applied to a shared channel. Good etiquette keeps the shared comms clear and useful for everyone.

Poor comms etiquette — chatter, unclear messages, talking over others, clogging the channel — degrades the communication everyone depends on and can cause real problems during a show. The professional uses comms with discipline: brief, clear, confirmed, and off the channel when not needed. This keeps the shared communication system working as the reliable coordination layer it needs to be. Good comms etiquette is essential to professional crew work, and it is how the comms system stays clear and effective through a busy show. Everyone on comms shares the responsibility to use it well.

The channel plan

Before any cable is run, somebody decides who hears whom. That is the channel plan: a list of channels, who is on each, and which key reaches the people who are not. On a small show it is four lines on a notepad; on a large one it is a drawing. Either way it exists before the packs are handed out, or it gets invented badly during the show.

The test of a plan is a question: if the one person who can stop the show needs to be reached, who can reach them and on which key? If the answer takes more than a second, the plan is wrong.

The test of a channel planA channel plan with the question it has to answer: who reaches the person who can stop the show, and on which key.REACHING THE STAGE MANAGER TAKES NO THOUGHTthe channel planOn a small show it is four lines on a notepad. It still exists before anybody is handed a beltpack.CH 1productiondirector, stage manager, clientCH 2videoswitcher, camera operators, playbackCH 3lightingoperator, followspots, floorCH 4audiofront of house, monitors, A2Everybody holds a key to channel 1.That is the whole point of the plan.An example shape, not a standard. The departments differ by show; the question the plan answers does not.
FIG 12.1 A channel plan, and the question it exists to answer.

Proving the system

A comms system is proven by using it, not by looking at it. Every position, every pack, every interface, with a person at each end saying their name. The time to find the dead drop is while the lights are on.

Comms discipline

A shared channel only works if everyone keeps it short. Say who you want, say what you need, get off. Do not hold the key while you think. Do not have a conversation that belongs to two people on a line of twelve. And never say anything on comms you would not say with the client standing behind you, because on most shows they are.

How to do it

  1. Walk the channel plan with the production manager and agree it.
  2. Set up every position, including the ones nobody thinks will be used.
  3. Have a person at each position check in by name on each channel they hold.
  4. Test every interface in both directions.
  5. Walk-test the wireless coverage in every area the crew will occupy.
  6. Leave a spare pack, spare headset and batteries at the comms position.

What goes wrong

SymptomLikely causeWhat to do
A position is dead and nobody noticed until the showIt was never checked because nobody was standing there in the afternoonCheck every position, including unstaffed ones, during setup
Channel unusable because everyone is talkingToo many people on one channel, or no disciplineSplit the channel by department, and brief the discipline explicitly
Nobody can reach the stage manager quicklyChannel plan never answered that questionPut the stage manager on a key everybody holds

Practice it

On your next show, during setup.

Practice it
01
Write the channel plan on one page before any pack is issued.
Answer
If it does not fit on a page it is probably too complicated to use in the dark.
02
Prove every position with a named check-in.
Answer
A position nobody checked is a position that will fail.
03
Time how long it takes you to reach the stage manager from the furthest position.
Answer
More than a second or two means the plan needs changing, not the person.
Field checklist
  • The channel plan is written and agreed.
  • Every position has checked in by name.
  • Every interface is tested both ways.
  • Wireless coverage is walk-tested where people will stand.
  • Spare pack, headset and batteries are at the comms position.
Chapter 13

Troubleshooting & Reliability

Comms faults repeat. The same half-dozen things go wrong on every system ever built, and each has a first thing to check that takes ten seconds.

Comms is show-critical — keep it working and fix problems fast.

Troubleshooting comms

Because comms is show-critical, troubleshooting it fast matters. Comms problems are diagnosed with the systematic method: a crew member who cannot hear or be heard might have a beltpack, headset, channel, or connection problem; a whole channel down points to the base/matrix or its configuration; wireless comms issues point to RF, batteries, or range. Tracing the problem — is it the headset, the beltpack, the channel, the connection, the system — isolates it, and the audio professional managing comms fixes it fast so the crew stays coordinated. Quick comms troubleshooting keeps a show running.

Comms failures during a show are serious because the crew loses coordination, so fixing them fast (or having backups) is important. The same calm, methodical troubleshooting as for any other system applies, with the comms-specific knowledge of the system's parts and structure. Knowing the comms system well (because you set it up) lets you isolate and fix problems quickly. Keeping comms working through the show — fixing problems fast and keeping the crew talking — is a key responsibility, because the coordination of the whole show depends on it.

Reliability and the coordinated show

Comms reliability is essential because the whole show's coordination depends on it, so it is set up carefully, tested thoroughly, and often backed up for critical productions. A reliable comms system, used with good etiquette, keeps the crew coordinated through the show — the director's calls reaching the operators, the departments coordinating, problems being communicated and solved. This reliable communication is what lets a complex live production run as one coordinated effort. The audio professional who sets up and maintains reliable comms enables the coordination that makes the show possible.

Pulling it together, comms is the communication infrastructure that turns a crew into a coordinated team, and keeping it reliable — well-planned, well-tested, well-used, and quickly fixed when needed — is what keeps a show coordinated. Combined with good etiquette from everyone on the system, reliable comms is the backbone of live production coordination. Understanding comms — its importance, its parts and kinds, setting it up, the etiquette, and keeping it reliable — equips you to manage the nervous system of a show. Reliable comms is what makes the coordinated show possible.

Work from the line, not from the pack

A user reports a dead pack. The pack is the least likely cause. Ask first whether anyone else on that channel is affected: if the whole channel is down it is power, termination or a shorted drop, and if it is one person check their headset first, then their pack, then their cable — in that order, because the headset fails most.

Ask one question firstA decision tree starting from whether anyone else on the channel is affected.ASK WHO ELSE IS AFFECTED FIRSTfinding a faultThe pack in the user's hand is the least likely cause and the first thing everybody swaps.Is anyone else on that channel affected?YES — the whole channel1. power at the supply2. termination — exactly one3. a shorted drop: unplug one at a timeNO — one person1. headset — fails most, swap first2. pack3. cableHum that changes as you walk is routing, not a faulty pack; dropouts in one corner are coverage.
FIG 13.1 The first question in any comms fault, and where each answer sends you.

The faults that look like something else

Hum that changes as you walk is a routing problem, not a faulty pack. A channel that goes quiet when one more person plugs in is termination or loading. Audio that works one way is an interface. Dropouts in one corner are coverage. None of these is fixed by swapping the thing in the user's hand, which is what everybody tries first.

Redundancy, and what you do when it all goes

Comms fails and the show does not stop. That means a second way to talk has to exist and be known before it is needed: a radio channel, a phone number, a runner, or simply an agreed place to meet. Decide it in the afternoon and tell people, because inventing it mid-show does not work.

How to do it

  1. Ask whether anyone else on that channel has it; that halves the problem immediately.
  2. If it is one person, swap the headset first, then the pack, then the cable.
  3. If it is the channel, check termination and power at the supply.
  4. If it is wireless, ask where they were standing, not what they were doing.
  5. Fix it quietly, and tell the person it is fixed.

What goes wrong

SymptomLikely causeWhat to do
One user dead, everyone else fineHeadset, then pack, then cableSwap the headset first — it is the most likely and the quickest
Whole channel deadPower, termination, or a shorted drop on that channelCheck the supply, then unplug drops one at a time
Hum that changes as you move aboutCable routed beside mains, or a ground loopReroute; never defeat an earth to cure a hum
Wireless dropouts in one area onlyCoverage, not the packMove or add a transceiver; walk-test again
Comms fine, but one department is not respondingThey are on a different channel, or their key is not assignedCheck the channel plan before assuming a fault

Practice it

Think through a show you have worked.

Practice it
01
List every comms fault you have seen and sort them into channel, position and person.
Answer
Most faults are position or person; whole-channel faults are rarer and more alarming.
02
Say what the fallback was when comms failed, and whether it was agreed beforehand.
Answer
If the fallback was improvised, that is the finding worth taking to the next show.
03
Write the first question you would ask for each fault type.
Answer
Asking whether anyone else is affected is the first question for almost all of them.
Field checklist
  • You ask whether anyone else is affected before touching anything.
  • You swap the headset before the pack.
  • You know where the termination and power supply are.
  • A fallback way to communicate exists and the crew knows it.
  • You fix faults without making them an event.
Chapter 14

Comms in the Coordinated Show

Comms is not a department. It is the thing that makes the departments into a show, which is why the person who runs it well is trusted far beyond their job title.

Master comms, and you keep the whole production talking as one.

The complete comms picture

Pulling it together, comms is the essential nervous system of a production: it connects the crew, carries the director's calls and the departmental coordination, and lets a complex live show run as one. Managing it well means understanding the parts (hub, beltpacks, headsets) and kinds (party line, matrix, IFB), planning and setting up the right structure, testing it thoroughly, using and promoting good etiquette, and keeping it reliable through fast troubleshooting. The professional who manages comms well keeps the whole production coordinated, which is foundational to any live show. Comms mastered is the crew's reliable communication backbone.

This connects all the communication and coordination on a show — the calling, the crew work, the production coordination — to the technical comms infrastructure that carries them. Comms is where the communication craft meets the technical system, and audio professionals often own it. Understanding comms fully — why it matters, how it works, how to set it up and run it well — equips you to manage the communication that holds a show together. Mastering comms is mastering the production's nervous system.

The audio professional and comms

Comms is often the audio professional's responsibility (it is audio-adjacent — headsets, mics, audio routing), so understanding and managing it is a valuable part of the audio skill set. The audio professional who can set up, run, and troubleshoot a show's comms — alongside stage and mixing skills — is more capable and valuable, because they can handle the communication infrastructure the whole show depends on. Comms competence rounds out the live-audio professional, adding the show's coordination layer to their craft.

Growing in comms means gaining experience setting up and running comms on shows, learning specific comms systems, and handling the comms for larger, more complex productions. It is a practical, essential, often-overlooked part of live production that audio people frequently own. Combined with the rest of live audio — the basics, live sound, stage, wireless, mixing, monitors — comms competence makes you a complete live-audio professional who can handle not just the show's sound but the communication that coordinates it. Mastering comms makes you the person who keeps the whole crew talking, which is essential to every show.

Glossary

Base station / matrixThe hub routing the comms communication
BeltpackThe unit crew wear to connect to comms
Comms / intercomThe crew's real-time communication system
HeadsetHeadphone-and-mic worn to hear and talk on comms
IFBInterruptible foldback — cues to on-air talent
MatrixFlexible comms routing for complex shows
Party lineA channel where everyone hears everyone
Comms etiquetteBrief, clear, confirmed use of the shared channel

Practical sign-off

Comms is learned setting up real systems. The learner plans a comms structure, sets up and tests a system, applies good etiquette, and troubleshoots a comms problem. A mentor signs off when the learner can set up and run comms for a show.

  • Explained the parts and kinds of comms (party line, matrix, IFB)
  • Planned, set up, and tested a comms system for a show
  • Applied and promoted good comms etiquette
  • Troubleshot a comms problem and kept the crew coordinated

What the comms operator is really doing

Running comms is not maintaining a radio system. It is noticing that the lighting operator has gone quiet, that the director is about to ask for something the floor cannot hear, that two departments are talking past each other on the same channel. The system is the easy part.

This is also the fastest way for a newcomer to become known. Everybody hears you work. A calm, short, accurate voice on a busy channel is noticed by every department head in the building within an hour.

The operator listens to everything and says very little.

Writing it down for the next person

The comms plan outlives the show. Channel assignments, pack numbers, transceiver positions, which interface goes where, and what failed. The next technician inherits that room, often at short notice, and a page of notes is the difference between an hour of discovery and ten minutes of setup.

How to do it

  1. Collect every pack and headset against the count you issued.
  2. Note which headsets failed and tag them rather than putting them back in the case.
  3. Record the channel plan as it ended up, not as it was drawn.
  4. Note the transceiver positions that worked and the areas that dropped out.
  5. Charge or remove batteries before the case goes back on the truck.

What goes wrong

SymptomLikely causeWhat to do
Packs missing at the end of the nightIssued without a record of who took themCount out and count in; a list on the case is enough
The same dead headset keeps coming back into serviceReturned to the case untaggedTag it when it fails, not when you get back to the shop
Next crew in the same venue repeats all the coverage workNothing written down about what workedKeep the venue notes; comms problems repeat per venue

Practice it

At the end of your next show.

Practice it
01
Write the comms plan as it actually ran, with every change marked.
Answer
The plan always changes during the day; the changed version is the useful one.
02
List what failed and what you would bring more of next time.
Answer
Headsets and batteries, nearly always.
03
Note the one thing about this venue the next technician should know.
Answer
Usually a coverage dead spot or an awkward interface.
Field checklist
  • Every pack and headset is accounted for.
  • Failed gear is tagged, not returned to service.
  • The comms plan as it ran is written down.
  • Venue notes are kept for the next time.
Chapter 15

Where to Go Next

Comms touches every department, so it opens more doors than most specialisms. The two obvious next steps are deeper into networks, because modern comms runs on them, and sideways into the show-calling roles that live on the other end of the headset.

The first ninety days

Work every comms call you can get, on as many different systems as possible. Write the channel plan for each one, even when nobody asks you to. Learn one matrix properly rather than three badly. And listen to how the best person on the channel talks — short, named, unhurried — because that is the skill, and it is learnable by imitation.

Where this leads

Comms engineer on larger shows, or into AV networking, where the same systems arrive as traffic on a switch. Stage management and show calling are the other direction: the people who use comms hardest tend to come from the crew who kept it working.

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 Intercom & Communications Systems goes deeper in one direction.
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