of the audio processing steps can be turned off. Audio lag is also a significant detriment in rhythm games, where precise timing is required to succeed. Most of these games have a lag calibration setting whereupon the game will adjust the timing windows by a certain number of milliseconds to compensate. In these cases, the notes of a song will be sent to the speakers before the game even receives the required input from the player in order to maintain the illusion of rhythm. Games that rely upon musical improvisation, such as Rock Band drums or DJ Hero, can still suffer tremendously, as the game cannot predict what the player will hit in these cases, and excessive lag will still create a noticeable delay between hitting notes and hearing them play. Broadcast audio Audio latency can be experienced in broadcast systems where someone is contributing to a live broadcast over a satellite or similar link with high delay. The person in the main studio has to wait for the contributor at the other end of the link to react to questions. Latency in this context could be between several hundred milliseconds and a few seconds. Dealing with audio latencies as high as this takes special training in order to make the resulting combined audio output reasonably acceptable to the listeners. Wherever practical, it is important to try to keep live production audio latency low in order to keep the reactions and interchange of participants as natural as possible. A latency of 10 milliseconds or better is the target for audio circuits within professional production structures. Live performance audio Latency in live performance occurs naturally from the speed of sound. It takes sound about 3 milliseconds to travel 1 meter. Small amounts of latency occur between performers depending on how they are spaced from each other and from stage monitors if these are used. This creates a practical limit to how far apart the artists in a group can be from one another. Stage monitoring extends that limit, as sound travels close to the speed of light through the cables that connect stage monitors. Performers, particularly in large spaces, will also hear reverberation, or echo of their music, as the sound that projects from stage bounces off of walls and structures, and returns with latency and distortion. A primary purpose of stage monitoring is to provide artists with more primary sound