INTRODUCTION The architect deals always with the human senses when designing a building’s environment. The acoustical environment in and around the buildings is influenced by factors associated with the building planning-design- construction process Selection of site Location of the buildings on the site Arrangement of spaces within the building Materials and construction elements that shape the finished spaces ACOUSTICS • Science that deals with the production, control, transmission, reception, and effects of sound • Subjective interpretation of sound – Defines the difference between what is desirable and what is not – Differentiates what is sound and what is noise; this differentiation does not consider the specific content of the acoustic signal – Dictates the quality of communication within a space BRANCHES OF ACOUSTICS PHYSICAL ACOUSTICS Physical acoustics encompasses propagation and absorption of sound at all frequencies in air and other gases, liquids, semi-solids and solids. It deals with airborne, audible sound, infrasound and ultrasound. Physical acoustics includes both linear processes such as the propagation of sound from traffic, and non-linear processes such as the shock waves that are generated by planes flying faster than the speed of sound. ENGINEERING ACOUSTICS Engineering Acoustics deals with the development of devices to generate (e.g., loudspeakers), record (e.g., microphones) and analyze (e.g., frequency analyzers) sound of all kinds. The field of sound production, recording and reproduction, with all its attendant electronics and measuring instruments, is an important part of engineering acoustics. MUSICAL ACOUSTICS Musical acoustics considers the workings of traditional, experimental and electronic musical instruments. The interaction of musicians, instruments, listeners and performance spaces means that many branches of acoustics influence work in this field. PSYCHOLOGICAL ACOUSTICS Psychological acoustics studies the brain's signal- processing function, which takes nerve impulses from the ear and interprets them. − One practical application of this field is the study of the elements important to achieving a stereophonic effect. − Another is the determination of those factors that make one sound unpleasant or annoying and another the reverse. Physiological acoustics deals with models and theories of the operation of the ear and its anatomy. Cochlear mechanics, the physiology of hair cells, the auditory central nervous system and the effects of noise and trauma on the auditory system are among some of the areas studied. BIOACOUSTICS Bioacoustics studies all aspects of acoustic behaviour in animals and biological media in general. This field includes such topics as sound production by animals, biosonar, sound reception by animals, effects of noise on animals and medical diagnostics using acoustics, especially ultrasonics. ARCHITECTURAL ACOUSTICS Architectural Acoustics is concerned with sound in buildings. One aspect of this field is the control of sound within rooms to maximize the acceptability of music or intelligibility of speech. This branch of architectural acoustics deals with sound in lecture or concert halls, meeting rooms and classrooms. − Sound production, by one or more live players, vocalists or lecturers, whether assisted by loudspeakers or not, is greatly affected by the character of the room in which it takes place. − The correct choice and placement of sound-absorbing and sound- reflecting materials in a room and the level of noise in it are critical to obtaining an acceptable space. − Properly placed reflectors can direct the sound to where it will do most good. Properly placed sound-absorbing materials will prevent reflections that might cause unpleasant echoes or cause sounds to interfere and cancel each other out. − In rooms that are too reverberant, it is difficult to understand speech; In rooms that are not reverberant enough, music will sound dead and lifeless. − The reverberant characteristics of a room are described by its reverberation times which vary with frequency; reverberation time is usually longer at frequencies around 100 Hz than it is around 5000 Hz. − In concert halls, the average reverberation time is around 2 seconds. In homes, it is around 0.5 seconds. In a highly reverberant space with hard surfaces, such as a swimming pool, the average reverberation time can be several seconds unless material is added to absorb sound. Another concern of architectural acoustics is sometimes called building acoustics and deals with the reduction of noise transfer between rooms in buildings. ARCHITECTURAL ACOUSTICS • The design of spaces, structures, and mechanical/electrical systems to meet the hearing needs • Deals with sound in the built environment • The function is to simply follow this logic: to enhance desired sounds and to attenuate noises. – It becomes the designer’s job to qualitatively balance the interaction between acoustic properties of spaces when establishing design intent and criteria – Proper acoustic design responses early in the design process for all acoustical situations are thus, critically important to avoid costly repairs and alterations MAJOR BRANCHES OF ARCHITECTURAL ACOUSTICS Room acoustics − involves the design of the interior of buildings to project properly diffused sound at appropriate levels and with appropriate aesthetic qualities for music and adequate intelligibility for speech. Noise control or noise management − involves the reduction and control of noise between a potentially disturbing sound source and a listener. Sound isolation − involves site consideration, location of activities within the building, construction of barriers, background sound levels in coordination with room acoustics Sound reinforcement and enhancement systems − use electronic equipment to improve the quality of sounds heard in rooms. FOUR MAJOR ASPECTS OF ARCHITECTURAL ACOUSTICS 1. Isolating sound between rooms. 2. Managing acoustics within spaces; typically by controlling reverberation. 3. Managing HVAC/Plumbing/Electrical Equipment (MEP) vibration and noise control. 4. Active audio systems such as white noise generators and noise cancellation. DIFFICULTIES IN ACHIEVING GOOD ACOUSTICS • For cost-cutting measures, the weight of various materials has been reduced • Population density vis-à-vis spaces has increased steadily, thus raising the amount of noise generated • Design of many office areas today is open, with only cubicles separating workers • Mechanical and electrical systems intended to provide comfort to building occupants also generate noise • There is no unified theory of acoustical comfort to guide design efforts, unlike that of thermal comfort THREE ACOUSTICAL TOOLS SOUND MAGNITUDE Six quantitative measures of sound magnitude are encountered in architectural acoustics: Ratio values that compare an absolute measure to a baseline reference value – Sound pressure – Sound power – Sound intensity Absolute measures – Sound pressure level – Sound power level – Sound intensity level SOUND PRESSURE • Sound pressure or amplitude is the objective measurement of the degree of change (positive or negative) in atmospheric pressure (the compression and rarefaction of air molecules) caused by sound waves. • Sound pressure is caused by the acoustic power output of a sound source but is influenced by the nature of the environment between the source and the receiver; sound pressure is an environment-source property • Sound pressure must be referenced to a particular location in a space, as pressure will often vary from location to location in a room. • Sounds with greater amplitude will produce greater changes in atmospheric pressure from high pressure to low pressure. • A woodwind player may increase the amplitude of their sound by providing greater force in the air column i.e. blowing harder. • Amplitude is measured in the amount of force applied over an area. The most common unit of measurement of force applied to an area for acoustic study is the Newtons per square meter (N/m2). – One Newton is the amount of force it takes to accelerate a 1-kilogram object by one meter per second (m/s) SOUND POWER • Sound power is an independent property of a sound source that quantifies the source’s acoustical output • It is constant for any given source operating under defined conditions and is not influenced by the nature of the surroundings into which a source is placed • If we picture a sound wave as an expanding sphere of energy, power is the total amount of kinetic energy contained on the sphere’s surface; power is a measurement of amplitude over time. – The unit of measurement for power is the watt, named after James Watt. 1 watt = 1 Newton of work per second SOUND INTENSITY The power of the original sound source along with distance of measurement from the sound source combine to form the intensity. Intensity can be measured as watts per square meter or w/m2. Intensity can be seen as amplitude over time over an area. As the surface area of the sound sphere expands, the amount of energy generated by the sound source is distributed over an exponentially increasing surface area. The amount of energy in any given square meter of the expanding sphere's surface decreases exponentially by the inverse square law, which states that the energy drops off by 1/distance2. So, acoustic energy twice the distance from the source is spread over four times the area and therefore has one-fourth the intensity, or simply put, relative intensity is the reciprocal of the change in distance squared. WHAT IS ROOM ACOUSTICS Room Acoustics is concerned with the way sound is created, propagated, perceived, measured and modelled inside enclosures. Enclosures can be dwellings, offices, workshops, factory halls, lecture rooms, auditoria, concert halls, transportation terminals, etc. One of the most important parameters in Room Acoustics is Reverberation Time. It is a measure for how long the acoustic energy emitted from sound sources inside a room will linger. In regular rooms with an even distribution of sound absorption, reverberation time is also a measure for the amount of absorption present inside the room. The optimal reverberation time depends on the use of the enclosure. − For example, for churches and large concert halls longer reverberation times are often desired, since this supports the music. − Halls for speech should have a shorter time, since otherwise lingering sound will blend with subsequent spoken words, making it difficult to understand what is said. − Factory halls should also have short reverberation time. In this situation the goal is to prevent the accumulation of sound energy. This will help reduce the overall sound pressure level and the noise exposure for all workers in the hall. LARGE ROOM DEFINED Greater than 300m3 Large Studios Rehearsal Rooms Worship Spaces Recital and Concert Halls Theatres WHY ROOM MATTERS The sound that is heard in any room is a combination of the direct sound that travels straight from a sound source to the listener, and the indirect reflected sound — the sound from that source that bounces off the walls, floor, ceiling, and furniture before it reaches the listener. Reflected sounds can be both good and bad. The good part is that they make music and movie dialogue sound much fuller and louder than they would otherwise. ‒ If the speakers are played outdoors where there are no walls to add reflections, they don't sound as good — thin and dull, with very little bass. ‒ Reflected sound can add a pleasant spaciousness to your sound. WHY ROOM MATTERS The bad part is that these same reflections can also distort sound in a room by making certain notes sound louder while canceling out others. ‒ The result may be midrange and treble that's too bright and harsh or echoey, or bass notes that are boomy, with a "one-note" quality that drowns out deep bass. ‒ Because these reflections arrive at the listener at different times than the sound from the sound source, the three-dimensional "soundstage" created by the speakers and the images of the instruments and singers may become vague or smeared. QUALITY EXPERIENCE FOR LISTENERS Clarity (articulation, intelligibility, definition) - The quality of sound which supports the comprehension of detail and the distinct separation of individual musical notes and articulations. Loudness (volume, strength) - The overall quantity of sound, as heard by a listener. Localization - The ability to determine the exact or approximate location of the sound source. Reverberance - Running Liveliness - The sense of a persistence of sound as heard during ongoing speech or music. - Reverberation (decay, lingering) - The perceived lingering of sound following the cessation of music. QUALITY EXPERIENCE FOR LISTENERS Envelopment (immersion) - The sense of being surrounded by sound Proper timbre (Warmth, bass response or lack of “boominess”, proper mid/high pitch) - The tonal quality resulting from an abundance of low-pitched sound (bass sound) within a room. Communication - Musicians on Stage - Musicians in Pit Feedback REFLECTIONS • There are two factors when it comes to sound: loudness and length of delay. ‒ If the reflection is too loud, or if the delay between the original sound and the reflection lasts too long, a distinct echo is generally heard. ‒ Many reflections off all surfaces within a room can combine to produce the phenomenon known as reverberation ‒ That's why it's much more difficult to locate the source of a sound in a highly reflective room with uncontrolled echoes, than in an open field, where the only reflective surface is the ground. • There are several different ways that room reflections can interfere with enjoyment of music and movie sound. ‒ these unique set of reflections develop based on the size, shape, and dimensions of your room. PROBLEM 1: STANDING WAVES Any time there is a pair of parallel reflective surfaces (like room walls, or the floor and ceiling), the listener is going to experience some degree of a phenomenon known as "standing waves“. These are sound waves whose wavelength is equal to one-half (or any whole number multiple of) a room dimension, and hence whose nodes occur at boundary surfaces. Standing waves generate uneven sound distribution within a room ‒ Some areas will have high levels of sound because the standing wave reinforces the pressure at those locations ‒ Some areas will have low levels because the standing wave cancels much of the pressure at those locations. Standing waves distort the bass and lower midrange frequencies from 300 Hz on down. PROBLEM 1: STANDING WAVES • The sound from the source acts in much the same way. • It's reflected back and forth, over and over between the parallel surfaces in the room: the side walls, the front and rear walls, and the floor and ceiling. • This creates areas of differing sound pressure or loudness: the "hot" and "cold" spots. And while some reinforcement is necessary, too much can distort the sound. DEAL WITH STANDING WAVES Lessen the problems with standing waves in an existing room with some of these tips: Standing waves are always stronger next to walls. If your chair or sofa has its back against a wall, moving it out away from the wall should reduce standing wave boominess. Try moving the position of your chair or sofa closer to or farther from your speakers to get out of a standing wave hot spot. Room corners are notorious collection points for standing waves. If your room has an 8-foot ceiling, professionally designed bass traps can help reduce or eliminate these standing waves. This is accomplished by soaking up the bass reflections created by the 71 Hz fundamental resonance mode of the 8-foot ceiling. PROBLEM 2: ROOM RESONANCE MODES • Room resonance occurs at specific frequencies in rooms • A room mode is essentially a resonance, an area of increased amplitude that results when a sound wave reflects off a boundary surface (wall, floor, or ceiling) and combines in phase with the original direct sound wave. • What causes the direct and reflected waves to combine in phase is simply a whole-number correlation between the length of the sound wave and the length (or width, or height) of the room. • The sound from the source acts in much the same way. • It's reflected back and forth, over and over between the parallel surfaces in the room: the side walls, the front and rear walls, and the floor and ceiling. • This creates areas of differing sound pressure or loudness: the "hot" and "cold" spots. And while some reinforcement is necessary, too much can distort the sound. A room's primary or "axial" resonance modes are based on the room's three main axes: length, width, and height. These resonance modes create bass peaks and dips of up to 10 dB throughout the room — so the volume may sound twice as loud in some areas as opposed to others. Axial Mode is the name given to standing waves that exist between two parallel surfaces (front and back walls, left and right side walls, or floor and ceiling). Other types of standing waves include the Tangential Mode, where the sound wave bounces off of four distinct surfaces, and the Oblique Mode, where all six room boundaries are involved. HOW TO DEAL WITH ROOM RESONANCE MODES In many cases, not much. These room modes are based on the room dimensions, which are difficult to change. Even bass-loving audiophiles will hesitate to move a wall just to hear more accurate low frequencies. Room treatment products are great for controlling treble reflections with short wavelengths, but don't work at all on long-wavelength bass reflections. Certain room shapes are fundamentally bad from a room-mode standpoint. A cube is one of the worst shapes for a room — each resonance mode gets triple emphasis. There are also more standing wave distortion in rooms with two equal dimensions, or rooms with dimensions that are multiples, i.e. 8' x 16' x 24'. In general, the smaller the room, the more its resonance modes will color bass response. A high, sloped ceiling tends to scatter ceiling mode effects. Common types of wall construction such as drywall or wood paneling on 2x4s will absorb a significant amount of added bass reflections in the under-125 Hz range. The sound-absorbing effectiveness of some common room surfaces. Fibrous materials like carpet and drapes provide significant absorption above 500 Hz, but have little effect on lower frequencies. Conversely, window glass and drywall can absorb bass frequencies, but are very reflective above 500 Hz. The most successful approaches combine materials like these with professionally-designed room treatment products. ROOM DIMENSION RATIOS THAT ARE SUPERIOR SOUNDWISE PROBLEM 3: FLUTTER ECHO Probably the most common and immediately noticeable room problem results from having parallel surfaces (walls, floor and ceiling) with a hard finish that reflects sound. The resulting effect is called "flutter echo," a ringing reverberation that remains after the direct sound has stopped. If you've ever stood in an empty uncarpeted room or hallway, and clapped your hands, you've heard flutter echo. The original clap sound is reflected back and forth between two surfaces. Because the wavelengths of mid- and high-frequency sounds are so much shorter than those of bass notes, the reflections bounce around very directionally, like reflected light. The resulting sound is this ringing flutter echo rather than the boomy standing waves described previously. Flutter echo affects music by blurring transients (fast musical attacks) and adding an unpleasant harshness to the midrange and treble. Flutter echo and other side wall reflections affect sounds above 500 Hz, and are a major reason why the same pair of speakers will sound different in different rooms. HOW TO DEAL WITH FLUTTER ECHO Here are a few tips and ideas to keep in mind concerning sound absorption: Before turning to professional room treatment products for absorption, try to get the most out of ordinary room materials. Large expanses of glass such as picture windows or French doors should be covered with drapes. The pad beneath a carpet contributes to its sound-absorbing ability. While the first considerations should be durability and comfort, it's worth knowing that an "open-cell" pad such as foam rubber will absorb more sound than a "closed-cell" pad. The illustration above left shows that a 1" thick fiberglass panel provides excellent absorption of sounds above 500 Hz, but that controlling lower-frequency reflections requires the use of thicker panels. As an alternative to thicker fiberglass, the illustration above right shows how creating an air space between the panel and wall surface increases low- frequency absorption. Notice the increase in the absorption of reflected sounds — especially for sounds at or above 1000 Hz (1kHz) — when the fabric is folded into drapes. TIPS ON DIFFUSIVE TREATMENTS Diffusion products can be used to treat many of the same problems that absorption is used for. Again, diffusion will rid the room of echoey reflections without replacing them with acoustic deadness. If the room already has built-in absorption in the form of carpeting, drapes, or acoustic ceiling tile, diffusion may control side wall reflections better than adding more absorption. A bookcase filled with odd-sized books makes an effective diffusor. In a home theater system using traditional bookshelf speakers for surrounds, place diffusors in the middle of the back wall and aim your surrounds toward the diffusors at a 45° angle One of the best-sounding setups for music or home theater is to use absorptive material on room surfaces between your listening position and your front speakers, and treat the back wall with diffusive material to re-distribute the reflections. ROOM GEOMETRY SPHERE The inside of a sphere is generally the worst acoustical shape because this isn’t a practical building shape for most commercial venues, it is rarely seen, and not worth much further commentary other than these two points. - If you are seriously considering the design of a spherical room, one of your first phone calls needs to be to an acoustical consultant. There will be much work required to make this shape sonically tolerable. - Conversely, the outside of a sphere is an excellent shape when located inside of almost any room. It becomes a very effective, convex diffuser CUBE This is the worst of the realistically-usable room shapes. The problem is that all three dimensions are equal, and that each of the three dimensions are parallel. Though it may not be obvious, a cube-shaped structure will result in all kinds of nasty sound problems if it has hard, reflective surfaces. - Massive echo problems, and very-poorly distributed room modes, are the main issues with this shape. Much work will be required to make a cubed room sonically viable. CYLINDER A round room with a flat floor and ceiling. This is a difficult shape for any sound-related activity. - Without significant absorption or diffusion materials incorporated into the vertical walls, this footprint will likely be unusable for public assembly. Oval rooms have very similar problems. - The primary issue with cylindrical and oval rooms is the focusing of sound, toward a fairly small area, near the center of the arc radius. This is caused by the concaved side walls. Once again, much work will be required to make this shape sonically feasible. DOME Picture a literal dome or a cylinder with a domed roof. These shapes have all the same issues as the sphere and cylinder, but are even worse because of the concave ceiling. Again, without the addition of specific acoustic treatments, these shapes are nearly unusable for most public activities. - If at all possible, never build a commercial space with a dome- or pyramid- shaped ceiling. This may look creative and artistic, but it will almost always result in a room that doesn't work well for good sound reproduction. - If it must be done, be sure and include an acoustical consultant on your engineering team, and a budget for some "creative" acoustical treatment within the envelope of the dome or pyramid. RECTANGLE (2D floor plan) This is probably the most common shape for commercial venues, the common shoebox geometry. - The geometry of a rectangular room is simple and obvious. The height, width and depth dimensions should be designed around a good set of ratios. a. Contrary to popular belief, parallel walls are not automatically a negative acoustical factor. However, there are potential problems if the room is not designed with some care beyond the basic construction requirements. b. As noted above, the HWD ratio set is the first item of interest. While there are a number of complementary ratio sets, there are also many sets that are quite bad. Whenever possible, try and preview the primary ratios you may be considering. - Flutter echo - In rectangular rooms, another significant area of concern relates to minimizing or eliminating audible echoes. Echo, sometimes called "flutter echo", occurs when sound bounces rapidly, back and forth, between hard, parallel surfaces. a. To minimize or eliminate discrete echo, any number of diffusive and/or absorptive finishes or treatments may be employed. b. Flat, sound soak panels are not the only option. TRIANGLE (2D floor plan) A true triangle is not a common building shape, but it does present one nice feature; the side walls are about as far from parallel as possible. Flutter echo shouldn't be a problem, unless it occurs between the floor and ceiling. - Triangular- and pyramid-shaped rooms present modal problems, much like cube-shaped rooms. This is especially true for equilateral, triangular enclosures. QUARTER-ROUND AND HALF-ROUND (2D floor plan) In recent years these shapes have become popular for performing arts and house of worship venues. - While these shapes can be quite good when considering sightlines, and a need to put the audience as close to the stage as possible, they can present acoustical challenges too. - Any concaved, interior wall surface presents an acoustical paradox. a. If the concave surface is on the back wall of a stage, it may serve as an effective acoustical reflector, which may possibly enhance certain styles of musical performance. b. If the back wall (opposite the stage) has a concave shape, it may not be a good acoustical element, and will probably need some specific treatment in order to minimize the negative effects (arc radii focusing) of the reflected energy bounding off the curved shape. c. Regardless of the fact that the back wall is a true curve, or a facetted curve, the detrimental effects are similar. TRAPEZOID (2D floor plan) Like the quarter-round shape, the trapezoid room has one notable advantage: at least one set of walls is not parallel. This will help break up flutter echoes, and create more complex modal behavior in the LF wave region. - The greatest disadvantage of the trapezoid shape is that the front and back walls are often either parallel, or one or both are built with a concave curvature. - Both of these conditions will require further evaluation, and treatment, if not properly factored into the initial design. PENTAGON (2D floor plan) The pentagon shape is a favorite because it's the shape that offers a large seating area, good sight lines, and no major, parallel or curved walls. - As nice as this shape may appear on first glance, there are still potential acoustic issues to be considered. These are based on: 1. The dimensions of the wall segments 2. The symmetry of the layout 3. The height and potential slope angle of the ceiling 4. The potential slope angle of the floor 5. The location of various key elements such as a stage, and the seating layout HEXAGON AND OCTAGON (2D floor plan) More facets is not necessarily better. The hexagon plan falls back into the rectangular group of shapes because it has multiple, parallel walls. All the same precautions must be taken related to flutter echoes and room modes. HEPTAGON (2D floor plan) – Much like the pentagon, a potentially good acoustical shape to consider. However, now construction costs start to climb, but with no real acoustical improvement. - The heptagon shape also begins to more closely resemble a cylinder, which as noted above, can be problematic. CONCAVE AND CONVEX PLANES There is no question that architectural structures take on many other, more complex shapes than those outlined above. Therefore it is appropriate to summarize the relative merits of these two, plane curve shapes. - Concave plane curves - Almost all concave planes are acoustically challenging, especially if they are finished with hard, reflective materials. a. As noted earlier, concave surfaces can concentrate reflected sound energy into a fairly small area. The density of concentration, and the size of the focal point, are largely determined by the arc radius of the plane, and the overall size of the curved surface. b. Focusing reflected sound is usually not desirable, and should be avoided in most situations. There are exceptions to this guideline, but they are rare, especially in multi-use facilities. - Convex plane curves - Convex planes bring the exact opposite results, and are generally encouraged, where and whenever possible. a. Convex planes are inherently diffusive, which is good. More often than not, convex planes result in improved acoustics and sound. b. Faceted convex planes are less complementary, but still can be beneficial. The number of facets, and the arc radius of the curvature, will determine the relative benefits. More facets generally bring better results. c. If a building's design is able to include two or more, mirror-image, convex planes, regardless of location, the need for additional diffusive or absorptive materials may be greatly minimized. SYMMETRY If the purpose of a room is to support live performances or the presentation of other useful, audible information, it helps tremendously to design a symmetrical interior shell. A. One of the prime goals and challenges, for the sound system designer, is that of delivering even sound coverage to all seating areas. B. There are significant performance, cost, and aesthetic benefits achieved when a room is designed with mirror-image symmetry along the center line axis of the stage or platform. C. In the context of symmetry, it is important to note these points: 1. Good quality sound reinforcement requires careful analysis and implementation in the time domain. A sound system that is not properly "time-aligned" is analogous to a photograph that is out of focus. 2. Every major building element or feature, which introduces significant asymmetry to the floor plan, ceiling, and/or the audience seating area(s), can add cost and complexity to a room's sound system requirements. D. Within the guidelines for achieving a good acoustical environment, complex interior geometry is a beneficial and much desired objective. Conversely, asymmetrical complexity is not an appropriate goal. 1. Example: The exterior of the Disney Concert Hall, in Los Angeles, is anything by symmetrical. However, upon closer inspection, you should notice that the performance area within the hall is very symmetrical, while also providing strikingly-complex structural geometry. E. Asymmetrical rooms can often result in unwanted or inconsistent acoustical areas or zones. If a room is designed with random, asymmetrical shapes and finishes, there is a good chance the acoustical results will be less than desirable. 1. There are some exceptions; times when specifying "zoned acoustics" is an appropriate and desirable goal. Application-specific, acoustic zones need to be carefully planned, and purpose-built. CEILING LAYOUT Ceilings are another important element within the acoustical environment. A. Ceiling symmetry is just as important as floor plan and wall symmetry. B. If a room is to have a single, interior ceiling slope, it's extremely helpful to have the highest point in the room located above the stage or platform, with the downward slope moving away from the stage. 1. The slope ratio should be in the range of 1:12 to 3:12. Anything having less slope is acoustically insignificant. A ratio that's too steep has its challenges too. 2. If there is a sloped or stepped floor planned, slant the floor and ceiling in opposite directions so the angles open widest above the stage. 3. Gradual, yet acoustically-significant slope changes are much preferred over dramatic changes. C. The A-framed, peak-ridge roof structure: 1. If a room design calls for an A-frame ridgeline, DO NOT set the peak to run perpendicular to the center line of the stage or platform. - All kinds of presentation and propagation challenges are created when the peak ridge is turned sideways. - A peak ridge, which runs parallel to the center line of the stage, is perfectly fine as long as the lowest point of the slope is equal to or greater than about 50% of the ceiling height at the peak. Read a shallow, not steep slope. D. Dome and pyramid ceiling shapes are very problematic.