Title: Acoustics
1Acoustics
2What is Reverberation?
- Reverberation is multiple, random, blended
repetitions of a sound. - Three parts Direct Sound, Early Reflections,
Later Reflections. - Reverberation Time (Decay Time) is the time
required for the sound in a room to decay 60 dB
(also known as RT60). This represents a change in
sound intensity or power of 1 million (10 log
1,000,000 60 dB, or a change in sound pressure
level of 1,000 (20 log 1,000 60 dB).
3Growth Decay of Sound
- W. C. Sabine, the Harvard pioneer in acoustics
introduced the concept of RT60.
4Measuring Reverberation Time
- A common approach to measuring reverberation
time. Figure B is a more common occurrence than
figure A.
5Measuring Reverberation Time
- The sound sources used to excite the room must
have enough energy throughout the spectrum to
ensure decays sufficiently above the noise to
give the required accuracy. - Both impulse sources and those giving a
steady-state output are used.
6Impulse Sources
- Common impulse sources are balloon pops and
starter pistols. The diagram shows the reverb
decays at several different octave ranges using a
starter pistol.
7Steady-State Sources
- Bands of random noise give a steady and
dependable indication of the average acoustical
effects taking place. - Octave and 1/3 octave bands of random noise
(white or pink) are most commonly used.
8Mode Decay Variations
- The fluctuations in the decays result from beats
between closely spaced modes. - The differences in the four decays is due to the
random nature of the noise. - It is good practice to record several decays for
each octave for each mic position of a room. - Acoustical flaws can often be identified from
aberrant decay shapes.
9Room Modes
- When sound is emitted in a room with parallel
opposing walls, the room exhibits a resonance at
a specific frequency determined by the equation
f0 1,130/2L (or 565/L), where L is the length
(in feet) of space between the two walls. - A similar resonance occurs at 2f0, 3f0, 4f0, etc.
- These resonances are called modes specifically,
axial modes.
10Frequency Beats
500 Hz
500 505 Hz
505 Hz
11Modal Interaction with Decay
- The diagram shows four different axial mode
frequencies in the octave centered on 63 Hz. - The lower the frequency, the less axial modes
there are, so the more noticeable the beats
become.
12Types of Room Modes
- Axial modes are derived from two walls,
tangential modes are derived from four walls, and
oblique modes are derived from all six surfaces.
13Frequency Effect
- This diagram shows typical fluctuation due to
modal interference.
14Variation with Mic Position
- There is enough variation of reverb time from one
position to another in most rooms to justify
taking measurements at several positions. - The average gives a better statistical picture of
the behavior of the sound field in the room. - If the room is symmetrical, measure only one side
to minimize time and effort.
15Acoustical Coupling
- Acoustically coupled spaces are quite common in
large public gathering spaces, but are also found
in offices, homes, and other smaller spaces. - Assuming that slope A is correct for the main
room, persons subjected to slope B would hear
inferior sound.
16Electroacoustical Coupling
- What is the overall effect when sound picked up
from a studio having one reverberation time is
reproduced in a listening room having a different
reverberation time? - The combined reverb time is greater than either
alone - If the reverb time of each room alone is the
same, the combined reverb time is 20.8 longer
than one of them.
17Optimum Reverberation Time
- The best reverb time for a space in which music
is played depends on the size of the space and
the type of music. - Spaces for speech require shorter reverb times
than for music.
18Optimum Reverb Time Examples
19Optimum Reverb Time Examples
20Bass Rise
- Taking the 1 kHz value as a reference, rises of
80 at 63 Hz and 20 at 125 Hz were found to be
acceptable in studios designed for voice
recording.
21Living Room Reverb Times
- The average reverb time decreases from 0.69
seconds at 125 Hz to 0.4 seconds at 8 kHz.
22The Sabine Equation
The absorption coefficients published by
materials manufacturers are typically Sabine
coefficients and can be applied directly in the
Sabine equation.
23Absorption and Absorption Coefficients
- Absorption in acoustics, the conversion of sound
energy to heat. - Absorption Coefficient the fraction of sound
energy that is absorbed at any surface. It has a
value between 0 and 1 and varies with the
frequency and angle of incidence of the sound. - Multiplying the surface area (in sq. ft.) by the
absorption coefficient results in absorption
units (sabins).
24Reverberation Calculations
- The diagram shows an example of the RT60
calculations using the Sabine equation.
25Reverb Time (RT60) Calculations
- 1) Calculate the total areas of each type of
surface - 2) Find the absorption coefficients for each type
of surface for the six frequencies 125 Hz, 250
Hz, 500 Hz, 1 kHz, 2 kHz, 4 kHz - 3) Multiply the area by the coefficient to
determine the absorption units (sabins) - 4) Add all sabins to find total sabins for each
frequency - 5) Plug all info into the Sabine equation to find
the reverb time (RT60) for the room.
26Determining Room Treatments
- The result of the RT60 calculations show a short
reverb time at low frequencies, long reverb time
in the midrange, and medium reverb time in the
high frequencies.
27Determining Room Treatments
- 1) Find treatments that will achieve the desired
response - 2) Determine how much treatment (in sq. ft.)
would be necessary to add the desired amount of
absorption (sabins) by dividing the sabins by the
absorption coefficient. The result will be the
amount of treatment in sq. ft.