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Acoustics sound propagation and interaction

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refraction effects can be heard, and demonstrated in the atmosphere. ... Under free field conditions all sound energy is radiated directly away from the ... – PowerPoint PPT presentation

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Title: Acoustics sound propagation and interaction


1
Acoustics - sound propagation and interaction
  • Key points you should learn by the end of today's
    lecture
  • refraction
  • diffraction
  • reflection
  • diffusion
  • Reverberation ??
  • Absorption ??

2
Refraction of Sound
  • sound travels in straight lines
  • refraction can occur when a sound wave travels
    between two mediums
  • Speed of sound will be different in each of the
    two mediums
  • Refraction will also occur at sharp edges and
    boundaries of obstructions.

3
Refraction at a boundary
4
Medium Speed in m/s Air 344 Sea
water 1,500 Wood, Pine (along grain)
3,800 Mild Steel bar 5,050 Plasterboard 6,8
00Typical speed of sound
5
Refraction in the Atmosphere
  • The atmosphere of the earth is not uniform
  • Temperature
  • Humidity
  • Density
  • refraction effects can be heard, and demonstrated
    in the atmosphere.

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8
Diffraction of Sound
  • Subtly different from refraction
  • diffraction is the effect of sound bending around
    corners and obstacles
  • diffraction is the change in direction of the
    sound travel by encountering sharp edges and
    physical obstructions. The shorter the
    wavelength, the less dominant the diffraction
    effect is. Obstacles capable of diffraction must
    be larger than the wavelength

9
Diffraction around a small object
Diffraction around a large object
10
  • If Obstacle is small compared to the wavelength
    it may have no effect whatsoever,
  • A larger object in relation to the wavelength
    will cause a shadow behind it.
  • Any diffracted wavefront can then act as a new
    point source of sound
  • All points p on the diffracted wavefronts may
    act as point sources of sound radiation.

11
Diffraction by apertures.
  • Since the diffraction is dependant on the size of
    the obstacle and the wavelength of the sound
    wave, it is the same for apertures.

12
Diffraction through a large aperture
Diffraction through a small aperture
13
  • We can see that for a larger aperture the sound
    can pass through with little disturbance, again
    with the wavefronts acting as point sources
    radiating into the shadow zones
  • For smaller apertures (compared to the
    wavelength) the wavefronts can not pass through
    the hole but will act like point sources

14
when sound hits a barrier, the point becomes
another effective point source of sound which
(depending on wavelength) can lessen the effect
of the sound shadow created.
15
Reflection of Sound
16
  • Reflected wavefronts act as though they originate
    from a sound images, located behind the wall.
  • In a room 6 walls exist and the effect of all the
    6 images must be considered
  • Images of images exist

17
  • Mid and high audible frequencies are called
    specular as they reflect off flat reflective
    surfaces
  • the angle of incidence aI is equal to the angle
    of reflection ar

18
Reflection at Curved Surfaces
  • Reflection of plane wavefronts of sound from a
    solid convex surface tends to scatter sound
    energy in many directions.
  • This amounts to diffusion of sound

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20
A concave surface can concentrate sound waves
Reflection at Curved Surfaces
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22
EchoObjects can be located by sending out a
pulse of sound and noting the time it takes for
the reflected echo to return. Bats use this
principle to hunt navigate in the dark.
Humans use it to obtain the depth of oceans.
23
Echo
  • Object location
  • Precedence effect
  • Flutter echo caused by two opposing parallel
    reflective surfaces
  • generate a series of echoes reflecting
    alternately from each wall
  • usually at a distinctive frequency
  • distortion of sound in that frequency range.
  • sound energy will not decay in a smooth line, but
    will have peaks in the decay.

24
Diffusion of Sound
  • Most of the theory that follows is dependant on
    the sound field in a room being diffuse
  • That is that the sound is fairly evenly
    distributed throughout the room (after it has had
    time to propagate)

25
  • In a totally homogeneous sound field a highly
    directional microphone pointed in any direction
    should pick up a constant signal.
  • room shape and size has a large effect on the
    level of diffusion and can be used to design
    suitable acoustics.
  • mid to higher frequencies - make the walls less
    flat, which is to say more uneven or rough (to
    achieve diffusion)
  • avoid specular reflection
  • reflection in many and random directions.

26
  • Diffusion relies on reflection of sound to
    achieve it's aim
  • Objects will only reflect sound depending on the
    size of the object in relation to the wavelength
    of the sound
  • Normal treatment of walls is only going to help
    for mid to high frequencies
  • Diffusion at lower frequencies can only really be
    achieved by choosing correct room proportions.

27
Reverberation in enclosed spaces
  • Music or sound is generally listened to in a room
    of some description, and therefore is influenced
    by the boundaries of that space.
  • The are three main stages through which a
    radiated sound passes

28
Direct Sound
  • Sound which travels directly from the source to
    the listener i.e. unaffected by any boundaries
    in the room, the delay between the sound
    generation and the listener hearing it. is simply
    linked to the distance between them

29
  • Under free field conditions all sound energy is
    radiated directly away from the source, so the
    sound received at any point, is governed by the
    inverse square law.
  • The free field is also often referred to as the
    near field, (it is common in recording studios to
    make use of near field monitors)
  • It is the area where direct sound predominates
    over any reflected sound effects from the room.

30
  • After the direct sound is heard, a short time
    later early reflections are heard, these are
    reflections of the original sound reflected once
    from the surfaces of the room
  • The early reflections are separated both in time
    and direction from the original.

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32
  • The intensity levels of these reflections depends
    on the distance travelled and the surface from
    which they have reflected
  • The reflections will be predictably smaller in
    amplitude due to the inverse square law (since
    these reflections have travelled a greater
    distance)
  • Most surfaces will absorb some energy, hence
    making these reflections weaker still

33
Sometime after the early reflections the sound
has been reflected many times off all surfaces
and in all directions, a denser set of
reverberations reach the listener, this is
reverberation.
34
The amount of time it takes for a sound to die
away is called the reverberation timeIt
depends on the size of the space and the amount
of absorption by the surfaces of each reflection
of the sound.
35
Reverberation time
  • The amount of reverb required in a room depends
    entirely on the application and size of the room
  • Speech may require a reverberation time of less
    than one second
  • If for pop music then nearly a second or over may
    be more appropriate.
  • For classical music more than 2 seconds may be
    appropriate
  • Reverb times for recording spaces and mixing
    rooms often need to be different

36
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37
  • Reverberation time
  • The amount of time required for the sound field
    in a space to decay by 60dB (one millionth of the
    original power)
  • Reverberation time is important
  • it can affect how well you understand speech
  • it can change the way music sounds

38
Every absorbent material has a Sound absorption
coefficient which is a useful measure of how much
sound it will absorb.This is a number between 0
and 1 where0 indicates no absorption (total
reflection)1 would indicate total absorption.
39
  • Remember
  • All surfaces will
  • Absorb some of the sound energy
  • Allow some sound energy to pass through
  • Reflect some sound energy
  • Or most likely, a combination of all three

40
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41
  • NOTE when a longitudinal sound wave is reflected
    from a hard surface, at the point of reflection
    the VELOCITY of the wave must be zero, but since
    it still has energy, all that energy at that
    point is in the compression of the air i.e. the
    PRESSURE. (Strictly speaking the pressure
    component is twice as large as normal)(high
    potential energy)
  • Since it is the velocity component of the
    waveform that interacts with a porous absorber
    and the position of highest velocity actually
    occurs 1/4? away from the hard surface. Therefore
    porous absorbers work well when they are either
    at least 1/4? in width or are 1/4? away from the
    hard surface. (high kinetic energy)

42
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43
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44
  • The unit of sound absorption is the Sabine and is
    equivalent to one square metre of perfect
    absorber (i.e. ?1)
  • named after Wallace Clement Sabine (1868- 1919)
  • i.e. 1 Sabine 1 m2 of material for which ?
    1.0
  • hence we can calculate the absorption of any
    material in Sabines for which we know ? and size

45
  • for a heavy carpet with heavy underlay 4m x 3m
    with an ?0.5 (at 500 Hz)
  • 4 x 3 x 0.5 6 Sabines
  • for a heavy carpet with heavy underlay 4m x 3m
    with an ?0.15 (at 125 Hz)
  • 4 x 3 x 0.15 1.8 Sabines
  • for a vinyl floor 3m x 5m with an ?0.05 (at 500
    Hz)
  • 3 x 5 x 0.05 0.75 Sabines

46
  • We are now in a position to calculate the
    reverberation time (RT60) for a room using
    Sabine's formula, which is
  • Reverberation time 0.161x total volume of the
    room
  • Total number of Sabines
  • RT600.161V
  • n

47
  • where n (total number of Sabines) can be found by
    multiplying the area a of each type of surface by
    its absorption coefficient ? , and then summing
    them all together. In mathematical terms, this is
  • n ?ai?i
  • which when expanded becomes
  • n (a1?1 a2?2 a3?3 .. ai?i)

48
  • http//www.bkla.com/reverb.htmReverb20Demos
  • http//hyperphysics.phy-astr.gsu.edu/hbase/hframe.
    html
  • Look under sound and hearing
  • http//www.customaudiodesigns.co.uk/diffusers.htm
  • Or any book on the reading list
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