You are not learning to mix a show. You are learning enough of the sound vocabulary that when the engineer says "we need to gate the snare and high-pass the vocals", you understand they're solving a real problem, not running up your bill. Each term has a definition + a "why it matters" line. Print double-sided A4 + carry in your show folder.
Section 1 · The signal chain (mic → ear)
Term
What it is
Why it matters to you
FOH (Front-of-house)
The main speakers facing the audience. Also: the mix position where the show is operated from.
"FOH" is shorthand for "audience-facing sound". When the engineer says "FOH is sitting wrong", they mean what the audience hears.
Monitor
A speaker that faces back at performers so they can hear themselves.
Different mix from FOH. Performers need their own mix; without monitors, they can't hear themselves over the band.
Wedge
A floor-standing monitor speaker, shaped like a wedge, aimed up at a performer.
Cheapest monitor option (~A$95/day). Standard for school musicals.
Sidefill
A larger speaker in the wings that fills the stage with a band/orchestra mix.
Used when wedges aren't enough (large stage, full band). More expensive than wedges.
IEMs (In-Ear Monitors)
Wireless earpieces that give each performer their own dedicated mix.
Touring-tier kit. ~A$180/day per pack. Over-spec for most school musicals.
DI (Direct Injection box)
A small box that converts an instrument signal (guitar, keys) into a balanced mic-level signal.
~A$15/day per box. Standard for plugging keys, bass, acoustic guitar into the desk.
Stage box
A multi-input box on stage that takes mic signals + sends them down a single multicore cable to FOH.
Almost everything in pro audio is balanced. Cheap consumer cables = noise.
Ground loop / Hum
A 50Hz buzz caused by two devices on different earth potentials.
Common + fixable. Engineer's job to diagnose.
Hiss
High-frequency noise from a poorly-gain-staged channel.
Sign of bad gain structure or a marginal mic. Engineer fixes.
Feedback / Howl
The howling tone caused when a mic picks up its own speaker output.
Caused by mic-too-close-to-speaker or too much gain. Engineer's first priority to eliminate during soundcheck.
Phase / Polarity
Whether two mics on the same source are in-time with each other.
Phase issues cause hollow or thin sound. Engineer task.
Latency
Delay between input and output, usually in milliseconds.
Digital consoles have 2-5ms latency. Inaudible unless cumulative through many processors.
Sample rate
How many digital samples per second (44.1kHz or 48kHz typical).
Set at the console. Not your problem.
Bit depth
Digital precision (24-bit standard).
Same — engineer setting.
Section 6 · Production language
Term
What it is
Why it matters to you
Soundcheck
Pre-show session to set levels, check every mic, set monitor mixes.
Typically 60-90 min for a musical. Less = risky.
Linecheck
A simple "is every mic working?" check, faster than a full soundcheck.
Usually 15-30 min, run before each show day.
RF coordination
Setting wireless mic frequencies so they don't interfere with each other or with local TV signals.
ACMA-compliant in AU. 30-60 min one-time setup. Not a recurring cost.
Sound op
The person operating the console during the show.
~A$50/hr. Manages the show on the fly.
System engineer
The person who designs + tunes the PA system on bump-in day.
~A$165/hr or A$1,300/day. Doesn't sit through every show.
Snapshot / Scene
A saved state of the entire console — every fader, EQ, send.
One scene per song/scene. Recalled at scene change.
Recall
Loading a saved scene back into the console.
Standard digital-console feature.
FX show / Sound cue
A pre-recorded effect (door slam, thunder, voice-over) triggered during the show.
Built in QLab or similar. Routine for plays + musicals.
How to use these flashcards
The deck has 50 terms. Run through it twice.
Pass 1: read each term + definition. Cover the "why it matters" column.
Pass 2: write a sentence using each term as you'd actually say it to your sound engineer.
If you can't write a sentence for a term, mark it. Re-read those tomorrow.
The goal is the same as for lighting: drop any term in context without hesitating. After that, the conversation with the sound engineer becomes informed, not adversarial.