
Introduction • vii
Version 2.0, February, 2007
A Note From The President of Axia
20 years ago, I designed my first broadcast console
for PR&E. I look back on that time with great fondness;
we were building bullet-proof boards for the world’s
most prestigious broadcasters, making each new console
design bigger and fancier to accommodate a wider vari-
ety of source equipment and programming styles. The
console was the core of the studio; all other equipment
was on the periphery.
Then things changed: the PC found its way into broad-
cast audio delivery and production. At first, PC audio
applications were simple, used only by budget stations
to reduce operating expenses. But soon the applications
evolved and were embraced by larger stations. Slowly,
the PC was taking center stage in the radio studio.
Like many, I was captivated by the PC. Stations
retired carts, phonographs, open-reel decks, cassettes
— even more modern digital equipment such
as DAT and CD players, replacing all with PC
apps. Client/server systems emerged and en-
tire facilities began using PCs to provide most
– or all – of their recorded audio. Yet consoles
continued to treat PCs as nothing more than
audio peripherals. I knew that we console de-
signers were going to have to rethink our de
-
signs to deal with computer-centric studios.
During this time, traditional broadcast console com
-
panies began producing digital versions. But early digi-
tal consoles were nearly identical in form and function
to their analog predecessors. It took a fresh look from a
European company outside broadcasting to merge two
products – audio routing switchers and broadcast con-
soles – into a central processing engine and attached
control surface. Eventually nearly every console and
routing switcher company followed suit, and a wide va-
riety of digital “engines” and control surfaces flooded
the market.
But, advanced as these integrated systems were, they
still handled computer-based audio sources like their
analog ancestors. Sure, the router and console engine
were now integrated, but the most important studio ele
-
ment – the PC – was stuck in the past, interfaced with
100-year-old analog technology. The PC and console
couldn’t communicate in a meaningful way – strange,
considering that PCs everywhere were being networked,
fast becoming the world’s most popular and powerful
communication tool.
Then a group of Telos engineers developed a method
of using Ethernet to network real-time audio devices, al-
lowing computers and consoles, controllers and peripher
-
als to interact smoothly and intelligently. Powerful, flex-
ible networks had finally come to our studios. As with
the transition from carts to computers, the benefits are
many and impressive. A few networked components can
replace routing switchers, consoles, processing periph-
erals, sound cards, distribution amps, selector switches
and myriad related devices.
This deceptively simple networked system costs a
fraction of other approaches, yet has capabilities sur
-
passing anything else. The system is modular and can
be used to perform discrete functions in a traditional
environment. Concurrently, it easily scales to serve both
the humblest and the very largest of facilities.
Console, router, and computer work in har-
mony.
So, equipped with this new technology
and countless ideas, we launch Axia, the new-
est division of Telos. Axia is all about deliv
-
ering innovative networked audio products to
future-minded broadcasters. On behalf of our
entire team, I welcome you as a charter client. Axia is
the culmination of nearly 40 man-years of some of the
most ambitious R&D ever applied to the radio industry.
And this is only the beginning. We have more products,
innovations, and partnerships in the pipeline.
You already know your Axia system is unlike any-
thing else. So it shouldn’t be surprising that your new
system is loaded with new thinking, new approaches,
and new ideas in virtually every conceivable area. Some
concepts will challenge your traditional ideas of studio
audio systems, but we’re certain that once you have ex-
perienced the pleasures of the networked studio, you’ll
never want to go back. And now, for something com-
pletely different...
Michael “Catfish” Dosch
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