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The Capitol echo chambers
Gazillion Industries ·
Thirty feet under a parking lot in Hollywood there are eight concrete rooms
with a speaker at one end and a microphone at the other. They have been in continuous
professional use since 1956, they are still bookable, and no plugin on your machine is doing
anything they do not do first.
The Capitol echo chambers are eight subterranean reverb rooms beneath the Capitol Records
Tower in Los Angeles. Sound from any studio or mastering room in the building is sent down to a
speaker inside a chamber, allowed to bounce around the concrete, and picked up again by a
microphone, which returns it to the session with up to five seconds of decay on it. Chambers one
to four were designed by Les Paul and built with the tower in 1956. Chambers five to eight were
added in 1969.
The short version
- Where
- 30 feet below the Capitol Tower's parking lot
- How many
- eight; 1–4 from 1956, 5–8 added in 1969
- Designed by
- Les Paul, for the original four
- Shape
- trapezoidal, thick concrete, hard lacquered ceilings
- Decay
- up to five seconds
- Method
- speaker at one end, microphone at the other
Why the shape and the surfaces
Every design decision in those rooms exists to stop the reverb from having a character of its
own. Parallel walls produce standing waves, which means certain frequencies ring longer than
others and the room imposes a pitch on everything you send it. Trapezoidal rooms have no parallel
surfaces, so the reflections scatter rather than stack.
The surfaces do the other half. Thick concrete walls and ceilings finished with a highly
reflective hard lacquer absorb almost nothing, which is what buys the long decay: the sound keeps
bouncing because nothing in the room is willing to soak it up. A carpeted room with soft walls
would give you a short, dull reverb. These give you five seconds of it.
And each chamber was deliberately built to sound different from the others, so the engineer
gets a choice rather than a setting.
The detail that tells you what they were worth
Capitol used to lease the chambers to other studios. United Western Recorders and The Village
would send audio down to Hollywood and back over telephone lines, in real time, because it was
worth the trouble and the cost to get those specific rooms on their records.
That is the fact to sit with. Before convolution, before plates were common and cheap, the
only way to get a great reverb was to own a great space or rent somebody else's down a phone
line. Reverb was real estate.
Two ways to make something bigger
Reverb and saturation solve the same complaint from opposite directions, and knowing which one
you need is most of the skill.
A chamber adds time. It puts the sound in a space, surrounds it with reflections and
makes it feel large because it is taking up more of the second. The cost is clarity: everything
you send down there comes back blurred, the gaps between notes fill in, and a dense arrangement
turns to mud fast.
Saturation, covered in its own guide, adds content. It generates harmonics that were not in the source, which
makes a sound denser and more present without adding a millisecond to its length. The cost is
space in the spectrum rather than space in time: harmonics stack up in the upper mids and crowd
the same range every other instrument wants.
Which is why the classic records made in that building use both, on different things. Strings
and voices go to the chamber. The rhythm section mostly does not.
What happened to them
They are still there and still working, which is genuinely unusual: most of the great
purpose-built chambers of that era were demolished, converted or filled in when the real estate
became worth more than the reverb. In 2019 Universal Audio released officially licensed software
emulations of the four most popular chambers, which is as close as most people will get, and the
building itself has been a Los Angeles Historic-Cultural Monument since 2006.
What to take from it if you have no concrete
- Use fewer reverbs, and longer ones, on fewer sources. Eight chambers existed so engineers
could choose one, not send everything.
- Send rather than insert. The chamber method is a send: the dry signal stays, and a
separate wet version returns.
- Keep the low end out of it. Real chambers were fed through the electronics of their day
and did not receive much below the low mids.
- Decide per element whether you want time or content: reverb for a voice, saturation for a
drum bus.
- Check in mono. Chamber reverb is a mono return in many classic records and it survives
summing; a wide modern stereo reverb often does not.
Questions people ask
How do the Capitol echo chambers work?
Audio from a studio is played through a speaker inside a sealed concrete room and re-recorded
by a microphone at the other end. The signal that returns carries the room's reverberation,
which is mixed back in with the dry sound.
How many echo chambers does Capitol have?
Eight. The first four were designed by Les Paul and built with the tower in 1956; chambers
five to eight were added in 1969.
How long is the reverb in the Capitol chambers?
Up to about five seconds, which is very long for a room of that size and is a product of hard
concrete surfaces that absorb almost nothing.
Can you still use them?
Yes. They remain in use at Capitol Studios and all of the building's rooms have access to
them, including the mastering team.
Eight concrete rooms under a car park, rented out over the phone, still working seventy years
later. Your reverb plugin has a preset named after them.
Keep reading
Gazillion Industries makes plugins tuned by ear: DRUGS, F(ilter)12, SKRUU,
TRIPLE OG and BEEFY.
See the plugins