Test and Measurement Tools

Video Transcript

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Welcome to the Test and Measurement tutorial.
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In this video we’re going to take a look at some of the ways you can test a signal path in an active system.
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Now what we already have set up here is a basic signal path
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which is just an Audio Player wired to a Parametric Equalizer, which is wired to a Meter.
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Now if we were going out to an actual system this Meter would represent our output to our amplifier.
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Before we test this signal path, let’s learn a little bit more about what the Test and Measurement tools do.
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Now let’s pull a couple of generators out here, so we’re going to go to Audio Components,
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and under Test and Measurement we’re going to pull out a White Noise Generator.
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Now the White Noise Generator will produce some random frequency across the audio spectrum.
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We also need a Pink Noise Generator.
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Now the Pink Noise Generator produces some random frequency
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that’s distributed uniformly in each octave band.
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And then lastly we have a Sine Generator.
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The Sine Generator produces a sine wave of variable frequencies.
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For cinema applications, we actually have an alternative to the Pink Noise Generator that’s called the
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Cinema Pink Noise Generator. You can find this component in the “Cinema” folder of the
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Schematic Library, rather than the Test and Measurement folder.
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The Cinema Pink Noise Generator simply uses a different corrective algorithm that matches the
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existing cinema processor’s output, so you’d want to use this for Pink Noise in a cinema system.
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Basically we can use any of these tools to make noise – a very specific noise if necessary,
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but for our intents and purposes, it’s important that these make noise that we know will work.
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Alright let’s grab an RTA which stands for Real-Time Analyzer.
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The Real-Time Analyzer is going to measure your signal.
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If we open up our control panel we’ll see that it gives this graph,
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and this will show you the magnitude of the input signal across the audio frequency range.
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Let’s switch over to an RTA that I already have connected to an Audio Player
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so we can see this graph in action. As you can see we have our graph
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kind of jumping all over the place based on our input response,
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and we’ve got a few knobs over here that are going to let us adjust this graph to our liking.
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First we have the RMS Response Time which adjusts how quickly the graph changes
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in response to the input signal. Now right now it’s at ten milliseconds, but if we were to put this up to about,
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oh let’s say about a second, it’s really giving us more of a smoother average
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rather than if we have it at ten milliseconds it’s really giving us a real-time response.
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Let’s move down to Maximum Hold Time.
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Now this lets us select how long the maximum magnitude will be displayed before refreshing.
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That maximum magnitude is represented by the red. So if we were to, for example,
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crank this up to about three seconds, you can see that
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red hands around a lot longer than if I put it all the way down.
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Next we have Infinite Hold which keeps the magnitude
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held on-screen indefinitely until a higher magnitude is detected. As you can see,
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this red line is pretty much sticking right here and we can clear that with Clear Response.
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So the Generator lets us create noise, and the RTA lets us monitor that
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so now we can use these tools to monitor our audio problems.
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Now to do so we have to route them somewhere in our signal path.
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Now you could unwire your design and rewire the generator and the RTA into your design,
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but there’s an easier way to troubleshoot your audio without having to interfere with your actual design.
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We’ll be using two new components called the Signal Injector and the Signal Probe.
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These two tools will let you hack into your audio signal at any input and output pin.
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Inside their components you’ll find these little diagonally-labeled tools,
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which you can drag into your Schematic and attach anywhere in your signal flow.
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Let’s do that, close these up.
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Now first, we’re going to wire our White Noise Generator to our Signal Injector.
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And now we can use our injector tool to inject this audio into our signal path.
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Now what this means is that the Injector is going to override any other audio at the point of insertion
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and then send out whatever audio is connected to the Signal Injector.
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At this point it’s our White Noise. Now this means that you can inject some kind of digital noise
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that’s guaranteed to work into your system so you can test out what’s going on.
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Now we’re going to save our design right to our Core and run it.
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So we’re at a good stopping point now, if you need to take a break go for it,
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if not, continue on to the next section.