Room Acoustics


Topic List

  1. Direct Sound
  2. Early Reflections
  3. Absorption of Early Reflections
  4. Later Reflections (Reverberant Sound)
  5. Reverberant Field
  6. Direct Sound to Reverberant Field
  7. Steady State Reverb Level
  8. Critical Distance
  9. Reverberation Time
  10. Room Size Issues
  11. Reverberation Time with Frequency
  12. Reverberant Time with Mixed Surfaces
  13. Reverberation Time Design
  14. Issues in Reverberation Design
  15. Room Modes and Standing Waves
  16. Critical Frequency
  17. Ideal Live Room Characteristics
  18. Ideal Control Room Characteristics

Most music is listened to in enclosed spaces, and is influenced by the presence of boundaries.

Direct Sound

Direct Sound

Idirect sound = Qwsource ÷ 4πr²

This is with reference to the inverse square law.

Early Reflections

Early Reflections Parabolic Reflector

Absorption of Early Reflections

Intensityreflected = Intensityincident × (1 - α)

Later Reflections

Later Reflections

The room space affects 3 aspects of the reverberant field;

  1. Increase of the reverberant field level; room size affects the time between reflections. Absorption also affects the rate.
  2. Steady state level of the reverberant field is inversely proportional to the amount of absorption in the room; sound power input = power lost by absorption (needs constant held note).
  3. Decay of the reverberant field level; the decay rate is determined by the amount of sound energy absorbed at each reflection.
Reverberant Field

Bigger spaces tend to have longer reverberation times and well furnished spaces tend to have shorter reverberation times.

Furnished living room 0.2s
Cathedral (stone and glass) 10s

Reverberant Field

Direct Sound to Reverberant Field

Direct to Reverberant Sound

Steady State Reverb Level

Wreverberation = Wsource (1 - α ÷ Sα)

Critical Distance

Reverberation Time

MFP = 4V ÷ S

MFP = the mean free path (m)
V = the volume (m³)
S = the surface area (m²)

τ = 4V ÷ Sc

τ = the time between reflections (s)
c = the speed of sound (ms-1)

The Norris-Eyring Reverberation Formula

RT60 = -0.161V ÷ S In(1 - α)

This formula assumes that the reverb field is diffuse (that sound visits all surfaces with equal probability and at all possible angles of incidence) and that there is a valid mean free path (i.e. the room isn't an extreme shape).

Room Size Issues

Small Rooms

The Sabine Reverberation Formula

RT60(α < 0.3) = 0.161V ÷ Sα

The Sabine formula is simpler to use than the Norris-Eyring formula above. It gives accurate results as long as the absorption (α) is less than around 0.3. This isn't a problem in most real rooms.

Reverberation Faults

Reverberation Time with Frequency

Reverberation Time with Mixed Surfaces

Equivalent Open Window Area

Altered Sabine Formula

RT60(α < 0.3) = 0.161V ÷ Σall surfaces Siαi(ƒ)

αi(ƒ) = absorption coefficient for a given material
Si = its area

The Millington-Sette Equation

RT60 = -0.161V ÷ Σall surfaces Si In(1 - αi(ƒ))

It's a pretty simple process to make a spreadsheet using these formulæ (probably just the easier Sabine version). I've made this Excel reverb calculator if you want to see an example.

Reverberation Time Design

Once the current reverberation time of a room has been calculated it can be related to the desired reverberation characteristics. The necessary open window area is then calculated.
If one frequency has the required open window area (and therefore reverberation time), the open window areas at other frequencies must be altered to match it. The difference between the required and actual open window areas can be used to work out the amount of extra absorptive material required.

Areamaterial = Required Open Window Area ÷ Absorption Coefficient

Remember that we normally have to replace one material with another, rather than just adding extra materials into a room. It's easy to forget this!

Issues in Reverberation Design

Early Decay Time

It is hard for us to hear a reverberation tail when other sounds obscure it. We often cannot hear the reverb after the first 20 or 30 dB. We are therefore more sensitive to this early decay. If the room has a double slope then we pay attention to the first curve and not to any subsequent ones. As a result, the room sounds 'drier' than it really is. Acousticians use the Early Decay Time (EDT) as a key concept when designing spaces.

Lateral Reflections

Dense diffuse lateral reflections from the wall envelop the listener with sound, increasing their experience. Specular (non diffuse) reflections introduce comb filtering effects and distracting psychoacoustic images. Modern diffusion structures (diffusors) are based on patterns of wells which are mathematically defined.

Early Reflection Foldback

Acoustic performers need to hear themselves and each other, and use the room's early reflections to do this. They need to receive the reflected sound within 20ms, and so a reflecting or diffusing surface must be within 10ms of the performer(s).

Air Absorption

Reverberant sound has, by definition, travelled through a lot of air. A one second reverberation time means that the sound at the end of the tail has travelled 344 metres. High frequencies (above 2 kHz) are absorbed by air; this is increased by humidity, smoke and other impurities. This is why sounds are duller at a distance.
The sound travels further as the volume of the room increases; we therefore use an absorption coefficient scaled to the volume in m³.

Standing Waves

Room Modes

Standing waves have pressure and velocity distributions that are spatially static, therefore…

  1. They do not visit each surface with equal probability.
  2. They do not strike these surfaces with random incidence; a particular angle of incidence is involved.
  3. They follow a cyclic path; these are strongly frequency dependant and are determined by the room geometry.

Axial Modes

Axial Modes

ƒx(axial) = c ÷ 2 (x ÷ L)

ƒx(axial) = the axial modal frequencies (Hz)
x = the number of half wavelengths which fit between the surfaces
L = the distance between the reflecting surfaces (m)
c = speed of sound (ms-1)

Occur between two opposing surfaces, and so are a function of the linear dimensions of the room.

Tangential Modes

Tangential Modes

ƒxy(tangential) = √ c ÷ 2 (x ÷ L)² + (y ÷ W

ƒxy(tangential) = tangential modal frequencies (Hz)
x = the number of half wavelengths between one set of two surfaces
y = the number of half wavelengths between the other set of surfaces
L, W = the distance between the reflecting surfaces (m)

Occur between four surfaces, and so are a function of two of the dimensions in the room.

Oblique Modes

Oblique Modes

ƒxyz(oblique) = c ÷ 2 √ (x ÷ L)² + (y ÷ W)² + (z ÷ H

ƒxyz(oblique) = oblique modal frequencies (Hz)
x, y, z = the number of half wavelengths between the surfaces
L, W, H = the distance between the reflecting surfaces (m)

Occur between all six surfaces, and so are a function of all three dimensions of the room.

Universal Mode Frequency Equation

Gives the frequencies of all possible modes in the room.

ƒxyz = c ÷ 2 √ (x ÷ L)² + (y ÷ W)² + (z ÷ H

x, y, z = the number of half wavelengths between the surfaces

If any of the dimensions are integer multiples of each other then some of the modal frequencies will be the same; this can cause problems.

Favourable Room Dimensions

  Height Width Length
A 1.00 1.14 1.39
B 1.00 1.28 1.54
C 1.00 1.60 2.33

Critical Frequency

There are three frequency regions…

The Cut-Off Region

The region below the lowest mode. The room is smaller than a half wavelength in all dimensions. This results in reduced sound levels at these frequencies.

ƒcut-off = c ÷ 2 × Longest Dimension

The Modal Region

The modal behaviour of the room dominates. No analysis based on a diffuse field can be undertaken.

The Diffuse Field Region

The region in which a diffuse field can exist. Reverberation times can be calculated. Modal effects are minimal, making the room sound pleasing.

The boundary between the modal and diffuse field regions is the critical frequency.

Modal Frequencies

In an acoustically large room the critical frequency is below the lowest frequency of the sound that will be generated in the room. In acoustically small rooms the critical frequency will occur within the frequency range of the sounds being produced in it.

The critical frequency can be calculated either by using the Mean Free Path or the room's RT60.

ƒcritical = (3 ÷ 2) c ÷ MFP

ƒcritical = 2102 √ (RT60 ÷ V)

Ideal Live Room Characteristics

Ideal Control Room Characteristics

Control Room Reflections
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