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Universal Audio president Matt Ward discusses the hand assembly of UA's LA-2A leveling amp during a tour of the company's facility. |
By Frank Wells.
Santa Cruz, CA--About a year after moving into a new headquarters, Universal Audio has managed to keep its relaxed corporate culture intact as well as launching a major new DSP platform. Analog hardware manufacturing, software and hardware product development, marketing, distribution and sales are all handled within the new facility, with added bonuses of an on-site gym, hiking trails and a co-located caterer. Surfboards, ready for dashes to the nearby beaches, share space with photocopiers and other office paraphernalia, and there's room for UA to grow. Just after this year's AES Convention, Pro Sound News sat down with Matt Ward, UA president, for a free-wheeling conversation.PSN: It's been about a year since Universal Audio relocated. The old location seemed spacious enough, what was the motivation behind the relocation?
MW: There was plenty of room that was in that building, and I think our plan was that we would always expand. In fact, one of the things we talked about doing was remodeling the whole other side of the building then kind of moving over there, and then starting to expand back into the space that we were in.
There's sort of a weird chain of events involving this real estate broker and the landlord in that place; he [the landlord] was great to work with, but he was the CFO at a residential development company that just somehow ended up with this building. So it wasn't really his business, and he was kind of hands-off.
This broker kind of worked this whole deal out and just kind of assumed that I would be happy with what he ended up with and the space that was left. He carved up the building in this weird way and put in this batting-cage business, a strange business. And so all of a sudden there wasn't any room to expand and we said, "Well, it's not going to work for us." So the landlord actually kind of got screwed in that thing. We were his tenant; we were a good tenant, and he would've stayed with us.
We ended up starting to look around for places and actually in this area, well I think in most areas, we're a little hard because we're manufacturing, right, we need a big manufacturing floor, we need a loading dock, but we also need R&D offices and that kind of stuff so it's sort of a hybrid, you know.
This was really the best place that was around. This building had been vacant for five years so they were eager to do a deal and it just kind of came together. And it's a complete coincidence that it's five minutes from my house (laughter).
And it's beautiful. It's an upgrade physically, and they have a gym and there's a hiking trail; it's really a nice facility. And, other than the caterer, who's obviously a godsend, they haven't put anybody else in here yet, so who knows; we may end up taking over the whole building.
PSN: When you did the initial UAD-2 launch, you were talking about how that was a groundbreaking step for UA and was going to define a change in the style of company. Tell me more.
MW: I think the UAD-1 was an incredibly clever product for a very small company to do in that it took an existing technology, the Chromatic Mpact 2 chip, which was meant for one application--video--and cleverly converted it for audio use; we leveraged this technology in a different direction and made it work. But, because of the fact that we had to build our own tool sets and make it for this one particular application, it made it very, very difficult. It was a very difficult product to expand and build upon and to put into different kinds of applications like an embedded system or into laptop kind of solution. All that is made much more difficult by the way it was built.
So by going to this much more scalable [Analog Devices] SHARC platform--which is also a DSP family that's got a road map, it's got lots of new compatible products that are coming down the road--we're in a much better position to be able to branch out into different kinds of product directions, different places where DSP to make music sound better, which is really what we're about, can be used. Porting our entire plug-in library and getting totally re-acclimated to a new platform like that was a big piece to bite off, but by being able to do that, we've now put ourselves in a position where we can expand and go in a lot of different directions we wouldn't have been able to do before.
PSN: Will you ever look at going in the third-party developer route for your platforms?
MW: Yeah, certainly that's something else that this allows us to do because there's such a wonderful set of generic tools. What would've been involved to build a software developer kit around the Mpact would've been really almost impossible. We would have had to have a whole lot of our own work to port anything, but we now could do that. We've certainly had a lot of interest. One of the things that was really gratifying about AES was we had a lot of software companies who expressed an interest in being on our platform.
First and foremost, we're still porting over some remaining titles, which will all be done by the end of this year. We've got new stuff that's coming down the pipe, and we've got other things and product categories that we're going to develop. So we have a significant amount of work already on our plate to just finish off and then enhance our platform with our own titles.
Once we're done there, then we have the ability to look at a few select partners that we would bring on. I don't think we would go for a more wide-open model where "here's a developer kit" anybody can get it. I think we would work with a select few people who are doing things that are compatible with what we do and enhance what we do and [have] quality that's compatible with what we do. So it would be a much more select thing than other people who have supported third-party things have done. We're not looking to turn our UAD product line into being a generic plug-in accelerator.
PSN: Will you ever look at making your plug-ins for non-UAD platforms--VST, RTAS and so on--or will you continue to restrict your plugs to UAD?
MW: In the current climate, the model that we have seems to work really, really well for us in terms of security, and it allows us to be aggressive with plug-in pricing. I can certainly imagine a world where that kind of security could exist in a more generic PC platform.
That world does not exist now. If it did, then it certainly could be something that we would look at. Some combination of security and the expansion of host power could put us in that world, but [that's not] the world that we're in right now. Despite all the crowing that people do, even just looking at it from a power standpoint--the incredible power of these host processors, with bigger, fatter OS's, bigger, fatter applications, and all these other things--the people are still craving more power. And I can tell you that even we have been surprised by the mix of the Quad cards that we've sold over the Solos and Duos. It is the big iron that people are buying from us. It certainly seems to indicate pretty strongly that there's still a big thirst out there for more power.
Having a DSP coprocessor in addition to providing extra power gives you a more opaque system where it isn't as easy to see what's really going on the processor should some nefarious person want to hack it. But really, for the most part, that isn't what's happening. What people are doing is cracking the copy-protection scheme for people to use. What they end up with is an executable that can run anywhere. And once there's one of those, there are a million of them, so it's pretty scary.
PSN: In the analog world, it seems UA has pretty intelligently chosen the hardware to build. You've not built any hardware that isn't still selling, I don't believe, unless you've deliberately modified it yourself and replaced it with another version. And UA has accomplished this in a world where hardware sales are dropping off.
MW: One of the things that's different about our [newly designed] analog products versus particularly the vintage stuff is that the vintage products (1176s and LA2As to use the extreme example) have been popular forever, and what people want are the ones that are just like the ones that were around 30 years ago. So they sort of naturally have a real continuity in the market.
But I think we have tried to not do anything too esoteric in the hardware world and kind of stick to meat-and-potatoes products that sound great and are relatively easy to use. If you look at a lot of those classic older processors like LA2As, like 1176s, like the 610 mic preamp, they're fairly simple straightforward products without tons of features. They're a little hard to make sound bad. I think that that's particular to the success of our LA610, which is a very simple 2-band EQ and a simple 2-knob mic preamp and a 2-knob compressor. Most of those knobs are really big, and it's really simple to dial in a sound that sounds really great. For experienced users who know what they want to get out of an LA2A circuit, know what they want to get out of a 610 circuit, it's right there, but for an inexperienced user, some pretty simple basic setups produce a really nice sound. I guess that's one of the reasons that they're so popular.
PSN: You've focused your analog products on the front end and capture of sound: It's the mic pre, the EQ and the compressor that are still selling. You're making analog products, but you know it's a DAW world.
MW: Yeah, that's very astute. Even though you see EQ in products, for example, one thing that you don't see in our product line is standalone EQs, outboard EQ processors, because we're living in a world where more and more that's happening in the digital world, the plug-in world as opposed to the outside. You see much more coming from us in the channel-strip product category, because here again, for a DAW customer [using] that one golden channel, there is utility in having an analog compressor. Therefore, you can limit peaks a little bit before you go into the A-to-D conversion and having a great-sounding mic preamp, obviously, to get that sound, which is why the channel strips are so popular.
The 710 mic preamp that we just came out with, that's an $800 product, so it's the lowest-priced analog product we've ever made. And that product, by virtue of having a completely separate but concurrent tube and solid-state preamp circuit with the ability to phase coherently blend between them, gives a desktop kind of guy, for not much money, an incredible amount of flexibility in terms of having high-quality front end that he can capture sounds with and use in different ways. We definitely had the desktop user in mind with the 710.
The 710 circuit seems to be really well received, and I think you'll see some more and interesting products from us with that circuit in it. That circuit is going to have an interesting life, because it's quite unique--that ability to blend between those two sounds.
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Universal Audio's analog heritage was dramatically demonstrated to guests during a session held at UA's headquarters just after the AES Convention. Members of UA's staff formed a jazz quintet recorded through an early UA 610 tube console (claimed as the industry's first modular console and whose circuits are duplicated in UA's current 610 series hardware). Product manager Will Shanks is shown with the desk, which originally belonged to Wally Heider and then Neil Young. Emulating the first technique for artificial reverb, an original Cooper Time Cube was used for pre-delay for a reverb send to a powered speaker in a nearby men's room.
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PSN: We were looking at the vintage 610-based console earlier. With the popularity of other manufacturer's small modular consoles, do you see Universal Audio approaching that market?
MW: It's a great question, and we certainly have talked about it. I think that the honest way to answer that question is that our assessment is that the market for that kind of a product, which would be very expensive, is very small, but that it could have some tremendous value as kind of a flagship marketing thing to do. So, no announcement or heads up that I can give you, but it's an interesting idea. We've had a number of requests for, in addition to products like that, other sort of customizable kinds of things some would like to see.
PSN: Some manufacturers have had success building modular consoles based on already successful modules they have in inventory. But with something like the 610s, the size of the 610, is that feasible? If you change the original spacing and wire weights and those kind of things that you've carefully re-crafted, you're going to have to make a different product. Would it even be a 610 at that point to get the form factor?
MW: There are a number of mechanical and heat, thermal and design challenges to doing something like that. I think it's all do-able. Whether it would turn into a product that would be marketed at a price that would [be feasible in the marketplace is a] tough question.
PSN: Would you be able to do it in such a way that satisfies those in the market who are always critical of any minute deviations in the original sound of the circuits?
MW: There's always a little bit of that with whatever it is we're doing. To do a console like [we're discussing], you're in the hypersensitive part of that market. Another part of the challenge is that you really would have to do it right.
PSN: Nothing on the drawing board that you can talk about?
MW: Well, no, not really. We're developing a reputation of being pretty circumspect about our product launches.
PSN: Only announcing things that are ready to ship, how dare you?