Ring-Out Console

A digital desk laid out like an X32, with a real feedback loop behind it. Gain up a lapel mic until the room rings, find the frequency, notch it out, keep going. The narration is Reboot's own Front of House Mixing course.

⚠ USE HEADPHONES · This makes real feedback. Keep the monitor level low. Spacebar = mute everything.
Digital Mixer · Ring-Out Trainer
Power
0 open
Feedback
Selected channel
CH1Handheld
Fader
0.0 dB
Home · channel overviewCH1
What this mic hears

Gain
0.0
−10dB+45
Low cut
80
40Hz160
Where this channel is going
Main LR0.0
Bus 1 · wedgeoff
Feedback risk on this channel
Worst frequency
Comes back through

Config · inputCH1
Microphone / input on this channel

Frequency response of this capsule

EQ · 4-band parametricCH1
What the PA is putting out Your EQ Where the system wants to ring Ring line — above this it howls

To find a ring: turn one band up to +12 with a narrow Q and sweep the frequency. When you hit the ring it gets much worse. Then press FLIP to turn that boost into a cut.

Sends · this channel to the busesCH1
Main LR
0.0
offdB+10

The house PA. Everything the audience hears.

Bus 1 · wedge monitor
off
offdB+10

A floor wedge pointed back at the talker. A second, separate feedback path — and usually the one that bites.

Routing · every channelMain LR · Bus 1

Meters · feedback analysisSystem
PA output Where the system wants to ring Peak hold Ring line
Gain before feedback
Ringing at
Open mics
0
Cost of open mics
0.0

Every open mic feeds the same loop. Two open mics instead of one costs you about 3 dB of gain before feedback. Mute whatever nobody is talking into — it is the cheapest fix on the desk.

Setup · room and systemBoardroom
Room
Volume
Surface · absorption
RT60 (Sabine)
Transition freq
Mic to nearest PA

What this room rings at
Room + house PAWedgeTransition

Gain check — the textbook calculation vs this room
PAG available
NAG needed
PAG − NAG
Talker → mic
Talker → far seat
Mic → PA
Seat → PA
Talker → near seat
Open mics
Margin, measured
Formula overstates by

System
Your monitor level−18 dB

“Show me” draws where it wants to ring — the answer key. Safety mutes a runaway.

Main LR
Powered down
Gain before feedback
Main outloud enough0
Ringing at
Through
Best clean gain
Times it rang0
Speech clarity
InputsBuses
How to run the drill — and what this desk is honestly modelling
Two ways to look at the same desk

Channel view works the way a digital desk really does: one channel selected at a time, with a screen for detail — the mic's response curve, the EQ graph, routing, the analyser. It is where you go to understand what is happening.

Full desk is the whole surface at once: every channel with its own gain, low cut, four bands of EQ and its sends, laid out like an analogue console. It is where you go to work — you can see all four mics' EQ side by side and reach any of them without selecting it first.

It is one mix, not two. Anything you change in one view is already changed in the other, because both are drawing the same desk. The only thing that lives solely in Channel view is Q (how wide each EQ cut is) — putting freq, gain and Q on the surface would be twelve knobs a channel, so Q stays on the EQ page.

The drill
  1. Headphones on, Power on, monitor level low. The Front of House Mixing narration starts playing into CH1, the handheld.
  2. On Home, turn Gain up until the Main LR meter reaches the teal “loud enough” band. That is the level the talker actually needs to be heard.
  3. Keep going. At some point the room starts to howl.
  4. Go to EQ. Turn one band up to +12 with a narrow Q and sweep the frequency until the howl gets clearly worse — that is the frequency. Press FLIP to turn the boost into a cut of 6–10 dB.
  5. Turn the gain up again. A different frequency takes over. Repeat.
  6. Now move the talker to CH2, the lapel, and start again. It is a much harder job, and that is the whole point.
Why the lapel is harder

A handheld sits about 3 cm from the mouth and is directional, so it hears a lot of talker and not much room. A lapel sits about 20 cm away on a chest and is omnidirectional, so it hears less talker and all of the PA. You need roughly 8 dB more gain to reach the same level, and you have about 10 dB less room before it rings. In the gym it simply cannot get there — which is the correct answer, not a broken simulator. Some rooms need a different mic, not more EQ.

Listen to the voice change as you switch capsules on the Config page. The lapel loses the top above 4 kHz where speech clarity lives, so the instinct is to boost there — and in a live room that is close to where it wants to feed back.

A lapel in a live room often howls low, not high — in the boardroom it goes at around 133 Hz and in the gym around 143 Hz, because the capsule is flat and the room's low-mid energy wins. The fix there is usually the low cut, not a notch: that is why it now sweeps all the way to 400 Hz. Reach for it before you spend an EQ band.

Watch the ring frequency change too. With the handheld, the boardroom rings at 4.16 kHz, pushed there by the mic's own presence peak landing on a room resonance. Swap to the flat-voiced lapel and the same room rings down at 232 Hz instead — the capsule is no longer lifting the top, so the low-mid room mode wins. The mic decides where a room misbehaves, not just how loudly.

Terminology, if you have not used an X32
On this deskMeans
GainHow much the preamp amplifies the mic. The first thing you turn up, and the thing that causes feedback.
Low cutA filter that throws away everything below the set frequency. Cleans up rumble and handling noise.
48 VPhantom power. Condenser mics (the lapel, the podium) need it; dynamic mics do not.
ØPolarity flip. Useful when two mics fight each other; it will not fix feedback.
PEQ / band / QParametric EQ. Pick a frequency, boost or cut it, and Q sets how wide a slice you affect. High Q = surgical.
Main LRThe house PA — what the audience hears.
Bus 1A separate mix, here feeding a floor wedge pointed at the talker.
Gain before feedbackHow many dB you can still add before it howls. When it hits zero, it howls.
The room is computed, not invented

Each room is described only by its dimensions and average absorption. Everything acoustic follows from that, using the standard formulas:

  • Reverb time — Sabine: RT60 = 0.161·V/A. The boardroom works out at 0.52 s, the ballroom 1.37 s, the gymnasium 4.34 s.
  • Transition frequency — Schroeder: 2000·√(RT60/V). Below it a room has countable modes; above it the sound field is statistical. Note it lands low — around 50–125 Hz — which is why room modes are not what makes speech systems howl.
  • Room modes — f = (c/2)·√((nx/L)² + (ny/W)² + (nz/H)²), computed from the actual dimensions and classified axial / tangential / oblique. Axial modes dominate.

Above the transition frequency the room is modelled statistically: dense peaks whose height and sharpness follow the reverb time, so a live room rings harder and narrower than a dead one. One deliberate compromise: a real reverberant peak has a bandwidth of about 2.2/RT60 Hz — at 3 kHz in the gym that is a Q in the hundreds, far narrower than any console filter can touch. That is exactly why you cannot properly EQ a room above its transition frequency. Here they are widened into a console-addressable range so the drill is possible at all.

The textbook gain check, and why it disagrees

The Setup page runs the standard sound-system design calculation next to what this room actually delivers:

  • PAG = 20·log((D0·D1)/(D2·D4)) − 10·log(NOM) − 6 dB — the gain the geometry can support, including the customary 6 dB feedback stability margin.
  • NAG = 20·log(D0/D3) — the gain the far seat actually needs.
  • PAG − NAG ≥ 0 means the job is geometrically possible.

In the boardroom PAG−NAG says you have about 28 dB of margin with a handheld. The room gives you 14. Both numbers are right. PAG/NAG is purely geometric — inverse-square distance and the number of open mics — and models no reverberation whatsoever. The gap between the two is the room. Use PAG/NAG to sanity-check a design before load-in; trust the room once you are standing in it.

What your notches cost

The desk tracks speech clarity: how much importance-weighted level your EQ has taken out of the bands that carry intelligibility (the 2 kHz octave carries roughly 30% of it, 4 kHz 25%, 1 kHz 20%). A 9 dB notch at 2 kHz costs about 2.7 dB of weighted clarity; the same notch at 250 Hz costs 0.8 dB. That is the whole argument for notching outside the speech band wherever the ring allows it — and the reason six deep cuts through the middle leave a voice sounding like a telephone.

The 1–4 kHz band is shaded on the analyser so you can see when you are about to spend clarity, and there is a second line 6 dB below the ring point: that is the stability margin a real system should be run at, not right on the edge.

What is real and what is approximated
  • The feedback is real. The mics, channel strips, buses, PA, wedge and room are a genuinely closed audio loop — nothing is scripted. Notch one frequency and the next-worst really does take over.
  • Two independent loops — the house PA and the wedge — with different resonances, different distances and different pickup per capsule.
  • Open mics add up in power, which is where the cost of extra open mics comes from. It is not a hard-coded rule.
  • A soft saturator on each bus models an amplifier running out of headroom. That is why feedback settles into a steady howl instead of growing forever.
  • The source level self-calibrates. The narration is measured on load and normalised, so the gain at which each room rings does not drift when the clip changes.
  • The mics are real gear — Shure SM58, DPA 4061, Shure Microflex — taken from Reboot's own gear inventory, and each capsule is voiced to follow its documented character (the SM58's presence peak, the 4061's naturally flat full-range response). They are not traced from manufacturers' published response graphs: every bump is an engineering approximation of a written description. The lapel's response is deliberately flat, because a DPA is — its feedback problem comes from distance and pickup pattern, not from tone.
  • The narration is a synthetic voice, not a human recording. It is a local neural voice reading Reboot's own Front of House Mixing manuscript — far more natural than the flat robot it replaced, but still generated. It is 22 kHz mono, so there is no content above about 11 kHz: speech and feedback both live well below that, but the top octave of the mic curves will not be audible.
  • Rooms are computed from dimensions and absorption (see above), seeded so a room always behaves identically run to run. The one number still hand-calibrated is how hot each room runs the loop — the real difficulty of a big room comes both from needing more gain to cover it and from a worse direct-to-reverberant ratio at the mic, and a single derived term models neither honestly.
  • Console parameters follow the X32: 4 EQ bands on inputs and 6 on buses, low cut continuous 20–400 Hz at 12 dB/octave, Q 0.3–10 shown alongside its bandwidth in octaves. Gate and compressor are not modelled, so those pages are absent rather than fake.
  • The “where it wants to ring” curve is level only. Real feedback also depends on timing, so the actual howl can land slightly off the predicted peak. That is real life, not a bug — it is why ears beat analysers.
  • Not modelled: gate and compressor, mic and speaker positions, polar plots, delay and time alignment. Those are the next things.