Room Acoustics. CMSC 828D / Spring 2006 Lecture 20

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Transcription:

Room Acoustics CMSC 828D / Spring 2006 Lecture 20

Lecture Plan Room acoustics basics Structure of room impulse response Characterization of room acoustics Modeling of reverberant response

Basics All our life happens (mostly) not in open environments We hear not only the source signal but also its reflections Multiple propagation paths Reverberation Impulse response

Perceptual Effects Pleasure of perception is influenced Reverberation, 1900, by W. C. Sabine Concert halls and theatres Speech quality can degrade Reverberation in virtual audio: Crucial for externalization Provides estimate of distance Makes localization less accurate

Impulse Response Structure Pulse is produced at zero time Direct arrival (earliest and strongest) Early reflections (up to 80 ms, distinct) Late reflections (high density) Late part is a reverberation in a common sense

Early and Late Reflections Early reflections: Strong and distinct Provide spatial information Should be modeled accurately Late reverberation: Low intensity and high density of reflections Provide room information No longer depends on source position Can be modeled statistically

Characterization ISO3382 standard All parameters can be measured All parameters are frequency-dependent Used to test room simulation software JND: Just Noticeable Difference Smallest detectable change

Parameter T 30, s EDT, s D 50, % C 80, db TS, ms G, db LF, % LFC, % IACC Definition Reverberation time (energy drop from 5 to 35 db) Early decay time (energy drop from 0 to 10 db) Deutlichkeit (definition), ratio of early (0-50ms) to total energy Clarity, ratio of early (0-80ms) to late (80ms- ) energy Center time, time of the 1 st moment of IR Sound level at 10m from the omnidirectional source, referenced to free-field level (as if no room at all) Ratio of early (5-80ms) energy weighted by cos 2 (lateral angle) (i.e., lateral energy) to total energy Ratio of early (5-80ms) energy weighted by cos(lateral angle) (i.e., lateral energy) to total energy Interaural Cross Correlation Coefficient JND 5% 5% 5% 1 db 10 ms 1 db 5% 5% 0.2

Some Explanations Peak at time T i has energy E i and arrives from lateral angle θ i Center time is then just mean T, TS = ΣE i T i ΣE i Similarly, LF = ΣE i cos 2 (θ i ) ΣE i Lateral angle is angle w.r.t. interaural axis

Importance T 30, EDT: Reverberation T 60 = 2*T 30 D 50 : Clarity of speech C 80 : Clarity of music LF, LFC, IACC: Spatial impression Desired parameters depend on the purpose Optimal T 60 for speech: 400-600 ms Optimal T 60 for music: > 1000 ms

Sabine s Formula Sabine formula (1900): T 60 = 0.16 * V / S e V is a volume in m 3 S e is effective absorbing area in m 2 S e = a 1 S 1 + a 2 S 2 + a 3 S 3 + a i is the absorption coefficient (1 β) for area S i Eyring s formula: use -ln(1-a) instead of a Both do not account for air absorption

Critical Distance As you go further from source, direct sound level drops In contrast, reverberant sound level stays constant everywhere in the room Distance at which they are equal is the critical distance D c ½ D c = [ S e ] 16π

Anechoic Rooms T 60 < 100 ms Simulation of a free field No sound sources and no reflections Unnatural and often unpleasant feeling Use of anechoic rooms: Testing audio equipment Performing hearing tests

Reverberant Rooms Large, specially-designed concert halls Acoustically pleasant (for each seat!) Even decay of the reverberant response To avoid disturbing artifacts Good for organ music Horrible for speech Intelligibility is impaired by late reflections Try to talk in a large gym or in a pool

Reverberation Modeling Necessary for: Simulation of virtual auditory space Design of performance spaces Validation of signal processing algorithms Improved spatially selective sound capture Various methods Accuracy versus cost tradeoff (as always)

Physics Sound is a wave Wavelength: 1.7 cm to 17 m Speed: 343 m/s Absorption (reflections, air) Interference effects Large dynamic range Light is also a wave Six orders of magnitude shorter wavelength

Wavelength Influence Wavelength << object size: Specular reflection (walls) Wavelength >> object size: No effect (coffee mug) Wavelength ~ object size: Diffraction (table) (most complicated)

Image Model Assumptions: Rectangular room Specular sound reflections Frequency-independent reflections coefficients No air absorption Image sources Reflection of the actual sound source in the wall

Image Source

Formation of Image Sources room source virtual source virtual source listener virtual source 2 nd order virtual source

Regular Lattice of Image Sources 2-D case for simplicity Room is shown by a solid line Source is a dot in a room Lattice is formed by repeating a 4- room block shown by thick dashed line

Source Strength Assume original source is unit strength Each wall has a reflection coefficient β s Each image source has a strength Q i Upon reflection from wall s, the strength gets multiplied by β s for that wall So Q i = Πβ s, where product is taken over all walls in which the source was reflected to form that image source

Impulse Response Assembly h(t) = Σ Q i δ(t r i / c) / r i Q i is the image source strength r i is the source distance Delta-function generates a peak in IR at arrival time r i / c Original paper: J. B. Allen and D. A. Berkley, Image method for efficiently simulating small-room acoustics, Journal of the Acoustical Society of America, vol. 65(4), pp. 943-950.

Arbitrary Piecewise-planar Room The geometric model can be extended Same idea, more complicated geometry Need additional tests Some paths are unrealizable Some paths are occluded by protruding walls Can handle weird-shaped rooms Original paper: J. Borish, Extension of the image model to arbitrary polyhedra, Journal of the Acoustical Society of America, vol. 75(6), pp. 1827-1836.

Simulation: Rectangular Room All sources up to 6 th order of reflection are shown; blue rectangle is the room

Simulation: Fan-shaped Rooms Lateral reflections prevail in the second case (good for perception)

Incorporation of HRTF Generated IR is fine if signal is recorded by an omnidirectional microphone What about human listener? Each image source is located at some direction Must be heard from that direction Solution: Render all image sources keeping spatial information (via HRTF) or at least ones constituting early reflections

Technical Details Two approaches Do each source independently All sources play the same sound simultaneously Their locations are determined using image model For each source, filter sound with HRTF Mix all results to form the playback stream Alternatively

Technical Details (2) All sources play the same sound Filtering operation (convolution) is linear Instead of convolving the same sound with many filters and then summing the results, sum all the filters first and then convolve the sound with it Significantly reduced computational load

Reverberation Tail To further reduce load, use statistical approximations of the late reverberation OK 80 ms or so after the direct sound No dependence on source/receiver position For a given room, can compute one tail in advance and use it However, tail characteristics do depend on room size and reflection coefficients Feedback delay networks (FDN)

More Advanced Methods Ray tracing Beam tracing Both are more efficient than the image model but still use geometric methods Diffraction effects Model diffraction by bunch of rays Boundary-element methods Solve wave propagation equation numerically

Scale Models For computationally intractable problems (i.e. when it is faster to build than to compute) Built in 1:10 1:50 scale Need to use ultrasound then to represent audible frequency range Use tiny speakers and microphones One can vary the design until the acoustic qualities are OK

Conclusion Desired room acoustical characteristics vary depending on the room purpose Main parameters that affect perception are reverb time and early reflections distribution Room acoustics can be controlled Change wall material, place reflectors, diffusers Room is a must for virtual audio simulation Simplest model is probably OK

Some Further Reading W. C. Sabine (1900). Reverberation, in Acoustics: Historical and Philosophical Development, ed. by R. D. Lindsay, Dowden, Hutchinson, and Ross, Stroudsburg, PA (1972). Y. Ando (1985). Concert Hall Acoustics, Springer-Verlag, Berlin, Germany. H. Kuttruff (1991). Room Acoustics, 3 rd edition, Elsevier Applied Science, Netherlands. J. A. Moorer (1979). ``About this reverberation business'', Computer Music Journal, vol. 3, no. 2, pp. 13-28.