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3-D Sound and Spatial Audio MUS_TECH 348

3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

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Page 1: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

3-D Sound and Spatial Audio

MUS_TECH 348

Page 2: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Environmental Acousticsand Computational Simulation

Page 3: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Indirect Sound

Indirect sound exists in all environments though we may not attend to it consciously.

Page 4: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Large-Space AcousticsWe are most able to attend to indirect sound in large-spaces like concert halls or cathedrals.

Reverberation time is the duration in which the indirect sound decreases to -60 dB of the direct sound.

Page 5: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Large-Space Acoustics

Typical reverberation times:

Page 6: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Large-Space AcousticsDifferent kinds of music and sound are best presented with different reverberation times.

Page 7: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Large-space Acoustics

Indirect sound that reflects off of one wall is called a first-order reflection, off two walls a second-order reflection, etc. As the density of reflections increases, the higher-order reflections merge into the continuous sound with at least 1000 reflections/sec we call reverberation or the late field.

Page 8: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Reverberation SimulationBy 1963 Manfred Schroeder has perfected the first digital reverberator. His purpose was to simulate concert hall acoustics including a multiple delay line to simulate the initial first- and second-order reflections.

Page 9: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

decay density

Schroeder Reverberator

Schroeder’s basic building blocks were the delay line (a non-recursive comb filter), the recursive comb filter and the all-pass comb filter.

Page 10: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Delay line: Non-recursive Comb Filter

az-m

K

KKa

t

m samples

impulse response

ff = SR/m

-1

amplitude response: (explains the name comb filer)

Page 11: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Recursive Comb Filter

z-mK

b < 1

KKb

t

m samples

impulse response:

Kb2 Kb3 Kb4

ff = SR/m

-1f/2

amplitude response:

Page 12: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

All-pass Comb Filter

z-m

b

-b

-b

b

t

impulse response

b2 b3 b4

f

amplitude response is constant: (recursive and non recursive

parts cancel each other)

Page 13: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Schroeder Reverberator

Block diagram of a single channel (monophonic) reverberator

Allpass

recursive comb(decay)

(density)

Page 14: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Schroeder Reverberator

c

c

c

c

A A

29.7 msec

37.1

41.1

43.7

5.0 1.7

decay

density

Four recursive comb filters in parallel determine the reverb time

Two all-pass filters in series insure that there are 1000 reflections/sec.

Page 15: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Early Reflections

delay buffer reverbinput

output

t

input early reflections

reverba

Page 16: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

f

f

f

f

+

+

=

Summation of recursive comb filters should approximate a flat response

Page 17: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Problems

f

a

1)

2)t

periodic

Response is not flat

Impulse response has periodicities that produce pitch percepts

Page 18: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Air and Wall AbsorptionAir and wall absorption combine to create a reverberation time that is frequency dependent. For concert halls the low-frequency reverberation time is longer:

Page 19: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Air and Wall Absorption

Air absorption and the absorption of walls, seats and people help to shape the reverberation.

Page 20: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Air and Wall AbsorptionIn everyday environments the building materials have a strong impact on reverberation of the acoustic environment.

Page 21: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Air and Wall Absorption

z-mK

b < 1

LP

Moorer suggests putting low-pass filter in the feedback loop of the recursive comb filter in order to simulate air and wall absorption. This causes the high frequencies in the reverberation to die out before the low frequencies.

Page 22: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Frequency in Hz (linear)

Power in dB

Air & wall absorption filter

Usually the low-pass filter inserted into the recursive comb filter is a first-order filter. Here is a second-order filter that is more accurate.

Low-frequency loss(not present in concert halls but present in other kinds of construction)

Page 23: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Comparison of simulated and actual rooms

simulated

real

Page 24: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Other methods for creating reverberation

David Griesinger Lexicon

modulating delays in reverb

Page 25: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Lexicon-Style ReverbPredelay

lowpassfilters

All-pass CombsDiffusion

ModulatedAll-pass

Delay

Delay All-pass

low-pass filter

Page 26: 3-D Sound and Spatial Audio MUS_TECH 348. Environmental Acoustics and Computational Simulation

Feedback Matrix

A

Strautner & Puckette 1982Jot & Chaigne 1991

Waveguide ReverberationJulius Smith