Professional Documents
Culture Documents
VOWELS CONSONANTS
SPEECH
8 16 20 31.5 63 125 250 500 1000 2000 4000 8000 16000 32000
20000
Frequency (Hz)
Vibrations below 20Hz are not audible but can be felt.
Human speech ranges between 125 to 8000 Hz.
INVERSE SQUARE LAW FOR SOUND
Sound waves from a point source outdoors with no obstructions (free field conditions) are
virtually spherical and expand outwards from the source.
Power is a basic quantity of energy flow measured in watts.
Acoustic and electrical forms of energy are different and cause different responses. 10 watts of electric energy in
an incandescent bulb is very dim light, whereas 10 W of acoustic energy can produce an extremely loud sound.
The intensity from a point source outdoors at a distance d away is the sound power of the
source divided by the total spherical area 4πd2 of the sound wave at the distance of
interest :
I=W/4πd2 Where I = sound intensity (W/m2)
W = sound power (W)
d = distance from sound source (m)
The Inverse square law for sound is:
I1 /I2 = (d2 /d1 )2 Where I = sound intensity (W/m2)
d = distance from sound source (m)
Ernst Weber and Gustav Fechner discovered that:
“NEARLY ALL HUMAN SENSATIONS ARE PROPORTIONAL TO THE LOGARITHM OF THE INTENSITY OF THE
STIMULUS”
The unit bel was first used to relate the intensity of sound to an intensity level corresponding to the
human hearing sensation.
Sound intensity level in bels equals the logarithm of the intensity ratio I/Io where Io is the minimum
sound intensity audible to the average human ear at 1000 Hz.
Decibels (logarithm to be multiplied by 10) =
L1 = 10 log I/I0 where L1 = sound intensity level (dB)
I= sound intensity (W/m2)
I0 = reference sound intensity = 10 -12
Human hearing ranges from the threshold of audibility at 0 dB to the threshold of pain at 130 dB.
Represents a tremendous intensity ratio of 10 trillion to 1. A weighing machine of comparable range
would have to be able weigh a human hair and a 30 storey building! Logarithms allow this range to be
represented in convenient small numbers.
Outdoors, away from obstruction according to inverse square law the intensity ratio for doubling the
distance is 22 or 4 and corresponding decibel reduction is 10 log 4 or 6 dB.
Sound from line sources like vehicles on highway drop by only 3 dB on doubling of distances as the line is
a succession of point sources that reinforce each other
Decibels Examples Subjective evaluation
20
Point source (spherical, reduction at 6dB
per doubling of distance)
15
10
0
10 30 60 120
•An area source, produced by several adjacent sources like rows of cheering spectators at a sports event or
large areas of mechanical equipment has very little reduction of sound energy with distance close to the
source.
CHANGE IN SOUND LEVEL
Sound intensity is not perceived directly by the ear; rather it is transferred by a complex hearing mechanism
to the brain where acoustical sensations are interpreted as loudness.
Sensitivity to noise also depends on frequency content, psychological factors (emotions, expectations etc.)
and duration of sound.
Properties of logs: log xy =log x + log y, log x/y =log x – log y, log xn =n log x, log 1 =0
A reasonable guide to explain increase/ decrease in sound levels is:
Change in Change in
Sound Level Apparent
Change in intensity level (or noise reduction: NR) is found by:
(dB) Loudness
1 Imperceptible
NR =L1-L2 NR = Diff. in sound levels of 2 conditions
3 Just barely in Decibels (dB)
perceptible
NR = 10 logI1/I2 I1, I2 = Sound intensities under the two
6 Clearly noticeable conditions respectively (W/m2)
10 About twice (or half)
as loud NR = 10 log (d2/d1)2 by substitution (inverse square law)
20 About four times (or
NR = 20 log (d2/d1) where d’s are distances.
one-fourth) as loud
DECIBEL ADDITION
When two (or more sources) create sound the combined sound is not an algebraic addition as decibels
are logarithmic values . If there are more sources, then, combine two at a time. The following table can be
used to rapidly combine sound levels.
The Noise Reduction Coefficient NRC is the arithmetic average , rounded off to the nearest
multiple of 0.05, of the Sound Absorption Coefficients α’s at 250, 500, 1000, and 2000 Hz for a
specific material and mounting condition.
NRC is a single-number rating of sound-absorbing efficiency at mid-frequencies.
NRC is not: as the name suggests, the difference in sound levels between two conditions or
between two rooms
NRC = (α250 + α500 + α1000 + α2000 )/4 Where: NRC = noise reduction coefficient (decimal percent)
α = sound absorption coefficient ( decimal percent)
REVERBERATION CONTROL: So that speech is clear and not garbled. The larger the room volume, the longer
the RT because sound waves will encounter room surfaces less often than in small rooms. Each doubling of
the total amount of absorption in a room reduces the RT by one half. Sound absorption can make sound
appear to come directly from the actual source rather than from everywhere.
NOISE REDUCTION IN ROOMS: When correctly used, they can be effective in controlling noise build-up in a
room. However they have limited application for noise control and are not all-purpose solution for all noise
problems. Each doubling of the total amount of absorption in a room reduces the noise level only by 3 dB.
Thus it becomes an increasingly inefficient method for noise reduction.
In large open-plan rooms, sound absorbing materials can contribute to speech privacy by causing sound
energy to decrease with distance.
ECHO CONTROL: Sound Absorbing Materials can be used to control Echo usually (along with reverberation
control). Echoes are long delayed, distinct reflections of sufficient sound level to be clearly heard above the
general reverberation as a repetition of the original sound. Flutter Echo, which can be heard as a ‘rattle’ or
‘clicking’ from a hand clap, may be present in small rooms (or narrow spaces with parallel walls) can also be
controlled with SAM.
REVERBERATION TIME
Wallace Clement Sabine (beginning 1895 at 27) – criteria for good listening conditions in rooms were largely non
– existing.
Asked to improve listening conditions for speech in the new lecture hall (Fogg Art Museum, Harvard Univ.)
Sound in the hall would persist for about 5½ S due to multiple reflections from the hard surfaces of the hall.
Most English speaking persons complete 15 syllables in this time, words were impossible to understand
everywhere in this hall.
Sabine recognized that the problem of persistence of sound energy in the room was due to the size of the
room, its furnishings and the occupants.
Size of the room affects av. length of reflections, called the Mean Free Path approx. equal to 4V/S where V
=Volume and S = surface area, (square and cubic feet).
Called this persistence “duration of audibility of residual sound”.
Repeated tests conducted in the hall with organ pipes as source – had an initial sound level of 60dB above a
young listeners threshold of audibility at 512 Hz.
He tried to find out how much time it took for the 60 decibels sound to decay – 1 / 1,000,000 of the initial sound
level. Conducted tests late at night.
Defined as REVERBERATION TIME.
Cushions used (3” thick, porous sound absorbing material covered with canvas and damask). More cushions-
more sound absorption and lower RT. When he used 550 cushions (1m long) the RT became 1 sec.
First unit of sound absorption was 1m length of this cushion.
The result of Sabine’s work made it possible to plan RT in advance of construction. For the first time , desired RT
in rooms at 512 Hz could be the result of design and not luck or copying.
REVERBERATION TIME
The buildup of sound levels in a room is due to repeated reflections of sound from its enclosing surfaces.
This buildup is affected by the size of the room and the amount of the absorption within the room.
The difference in decibels in reverberant noise levels or noise reduction , under two conditions of room
absorption can be found as follows:
NR = 10 log a2/a1 Where
NR = room noise reduction (dB)
a2 = total room absorption after treatment (sabins)
a1 = total room absorption before treatment (sabins)
Since absorption efficiencies vary with frequency, the NR should be calculated at all frequencies for
which sound absorption coefficients are known.
The NR is the reduction in reverberant noise level. This does not affect the noise level very near the
source of sound in a room.
A reduction in the reverberant noise level of 10dB (an increase in absorption greater than 10 times the
initial value before treatment) is the practical upper limit for most remedial situations.
OPTIMUM REVERBERATION TIME
PROBLEM
A small room 10 ft x 10 ft x 10 ft has all walls and floors finished in exposed concrete. How much is the
noise reduction in the room if the ceiling is completely covered with sound absorbing material.
Sound Absorption Coefficients α’s are 0.02 for concrete and 0.70 for the false ceiling, both at 500Hz.
Find the NR in the room if sound absorbing panels are added to two adjacent walls . The sound
absorption coefficient α is 0.85 for the panels at 500 Hz.
Find the NR if all four walls are treated and the floor is carpeted. The sound absorption coefficient α for
the carpet at 500Hz is 0.50.
ROOM ACOUSTICS
BACKGROUND
ANCIENT THEATRES
DIRECTIVITY CONTOURS FOR SPEECH
Open air Greek and Roman theatres had good listening
conditions for drama and instrumental recitals.
AUDITORIUM PLAN WITH SPEECH Located on steep hillsides in quiet rural locations.
CONTOUR OVERLAY Layouts were semi-circular so audience close to stage,
thus reducing sound energy loss due to distance.
Tiers were steep (>20 0)to provide good site lines, reduce
attenuation caused by seated audience, permit sound
energy to be reflected from orchestra floor.
Actors also wore masks with conical megaphones built in
the mouthpieces which reinforced their voices.
AUDIENCE SEATING AND SIGHT LINE BASICS
•Outdoors, sound levels fall off with distance, •Unobstructed sight lines allow full view of performers and unobstructed
propagation of the direct sound.
and audience attenuation as it gets scattered
•Sight lines are normally drawn to converge at a point on stage called The
and absorbed grazing against the audience.
Arrival Point of Sight APS.
•An overhead sound reflector can provide
•Laterally staggered seating layouts can achieve satisfactory alternate
reflected sound to reinforce the direct sound .
row vision for back to back dimension B of 40 inches for continental
•Providing a hard reflecting enclosure outdoors
seating and 36 inches for radial and parallel aisle seating.
can greatly improve listening conditions.
PLAN, DETAIL AT STAGE SECTION
REFLECTION ( x > 4 λ ).
If the surface dimension x is larger than 2-4 times the wavelength of
the sound wave, the angle of incidence <i will be equal to the angle
of reflection <r . For example 1000Hz corresponds to a wavelength
of 1.1ft.; therefore a surface dimension of 4 λ or 41/2 ft will reflect
sound energy wavelengths of 1000 Hz and higher.
DIFFUSION ( x = λ ).
Is the scattering or random redistribution of a sound wave from a
surface. It occurs when the surface depths of hard surfaced
materials are comparable to the wave lengths of the sound.
This is an extremely important characteristic of rooms used for
musical performances, when satisfactory diffusion is achieved,
audience will have the sensation of sound coming from all
directions at equal levels.
DIFFRACTION ( x < λ ).
Is the bending or flowing of the sound wave around an object or
through an opening. For example a horn of an automobile located
behind a building can be heard on the other side because the sound
waves bend around the corners of the building.
In auditoriums, impinging sound waves will readily diffract around
panels that are smaller than their wavelengths, suspended panels
must carefully be designed to be large enough (length and width) to
effectively reflect the desired wavelengths.
PATTERN OF REFLECTED SOUND
CONCAVE REFLECTOR
Concave sound reflecting surfaces such as barrel vaults (churches)
and rear walls (auditoriums) can focus sound, causing hot spots and
echoes in the seating areas.
They are poor distributers of sound and should be avoided where
sound reflecting surfaces are required near source locations in a
room such as the walls near the stage.
FLAT REFLECTOR
Flat building elements, if large enough and properly oriented can
effectively distributer reflected sound.
A slight tilt can project sound energy to the rear of an auditorium.
CONVEX REFLECTOR
Can be most effective for sound distribution. The reflected waves
diverge, enhancing diffusion which is highly desirable for music
listening.
Reflected sound from convex surfaces is more evenly distributed
across a wide range of frequencies.
RAY DIAGRAM GRAPHICS
•Caused by the repetitive inter-reflections of sound Sound Absorbing Surfaces Opposite Sound Reflecting
energy between parallel or concave surfaces. It is Surfaces
normally heard as a high frequency ringing or buzzing . In small rooms the reflected sound will be minimized by using
•Prevented by reshaping, providing deep sound sound absorbing materials on adjacent walls or on two opposite
absorption, and splaying (1:10 or >50 tilt) or scalloping corners
smooth surfaces.
•It can also occur in non-parallel walls- pitched roof
flutter.
CONCAVE SURFACES
Examples of auditoriums
where the cubic volume can
be changed to match
requirements of reflected
sound energy and
reverberance requirements of
the intended performances
and seating capacities can
vary from more than 3000 to
less than 1000
STAGE BASICS
•Transmission loss or TL (measured in dB) is a measure of how always seal cracks, and open joints in partitions, avoid
much sound energy is reduced in transmission through back to back electrical outlets, and eliminate all other
materials. The more massive a material- the higher is the TL. potential sound leaks
TL = L1 - L2 :TL is Transmission loss in dB
L1 is sound level in room 1 in dB
L2 is sound level in room 2 in dB
And
TL = 10 log 1/τ
τ is sound transmission coefficient
The radiated power of light as perceived by the eye is measured in terms of luminous flux Φ-lumen (lm).
The luminous flux radiated per solid angle in a defined direction is light intensity I-candela (cd).
The luminous flux per unit area is the lighting intensity or illuminance E-lux (lx).
The lighting density L is a measure of the perceived brightness. For lamps it is high and results in glare
necessitating shielding for lights indoors. The lighting density of room surfaces is calculated using the
lighting intensity E and the degree of reflection.
Radiation physics Lighting technology Lighting technology, Typical values of illuminance E
quantity quantity and symbol Unit and Abbreviation
Global radiation –clear sky Max. 100 000 lx
Radiation flux Luminous flux Φ Lumen (lm)
Radiant Intensity Light intensity I Candela (cd) Global radiation –cloudy sky Max. 20 000 lx
Lamps convert electrical power (W) into luminous power (lumen, lm). The light yield (lm/W) is the
measure of the efficiency of the lamp.
LAWS OF ILLUMINANCE FOR POINT SOURCES
If a light source is assumed to be a point source or is sufficiently far away from the surface as to be
regarded as one, then:
The illuminance (E) of a surface is
1. Directly proportional to the luminous intensity (I) of the source, i. e., E α I.
2. Inversely proportional to the square of the distance between the source and the surface, i.e., E α 1 / r2.
3. Directly proportional to the cosine of the angle made by the normal to the illuminated surface with the
direction of the incident flux.
combining the three we have: E = I cos θ /r2
The brightness pattern seen within an interior may be considered as composed of three main parts: The
task itself, immediate background of the task, and the general surroundings.
In occupations where visual demands are small, the levels of illumination derived from a criteria of visual
performance alone may be too low to satisfy other requirements. For such situations, illumination levels
are based on standards of safety. Unless there are special circumstances associated with the occupation,
it is recommended that illumination of all working areas should generally be 150 lux.
Where work takes place over the whole utilizable area of the room, the illumination should be reasonably
uniform and the diversity ratio of minimum to maximum should not be less than 0.7. ( this does not take
into account the effects of any local lighting provided.
When task brightness appropriate to an occupation has been determined, the brightness of other parts of
the room/space should be planned to give a proper emphasis to visual comfort and interest. A general
guide is:
For high task brightness- above 100cd/m2:
between visual task and adjacent areas like table tops, counters, etc.- (maximum) 3 to 1.
between visual task and remote areas of the space- (maximum) 10 to 1.
For low task brightness- below 100cd/m2:
the task should be brighter than both the background and the surroundings.
The work plane (if not specified) is assumed to be, for calculation purposes, a horizontal plane 850 mm above
floor level.
For art objects, the illumination levels recommended are of the vertical plane on which it is displayed.
Where the task is localized, the recommended value is for the task only and should not be the general level of
illumination throughout the interior.
GLARE:
Excessive contrast or abrupt and large changes in brightness produce glare causing discomfort and
impairing vision (where details and tonal changes may not be seen) often leading to accidents. A gradual
transition of brightness minimizes discomfort due to glare.
Direct Glare is due to light sources within field of vision. Reflected Glare is due to reflections from
surfaces of excessive brightness. Veiling Glare where peripheral field is very bright.
LIGHTING FOR MOVEMENT:
Accidents may occur if people move immediately from well light work areas to dimly lit staircases,
passages etc. as the time needed for adaptation to the lower level may be more and one may hit
obstacles or fall down steps. Therefore transition spaces may need to be illuminated more than the
required levels.
Disability from glare caused by direct bright lights needs also to be avoided. Confusing shadows in
staircases must be avoided. Changes in levels must be highlighted.
ENTRANCES:
There is a risk of accidents occurring if entrances are poorly lit particularly at doorway steps as the
transition from brightly lit outdoors to the interiors may be very fast for people to adapt. Adequate
windows must be provided and may need to be supplemented by artificial lighting.
At night transition from brightly lit lobbies to the dim outdoors must also be made gradual and no direct
bright light fittings must be placed at the exits.
Steps to and from the building must be well lit by screened lights.
ARTIFICIAL LIGHTING DESIGN: LUMEN METHOD 1
To design for a standard level of illumination on the working plane on the basis of recommended levels for visual
tasks. Advance information on the surface reflectances of walls, ceilings, and floors as well as décor and
furnishing is required.
Determination of illumination level- a recommended value (from standards) is taken depending on the activity
involved.
Selection of light sources and luminaires is done depending on choice of lighting system – general, directional or
localized.
Determination of luminous flux Φ.
Arrangement of luminaires.
Determination of luminous flux Φ.
The luminous flux Φ reaching the work plane depends upon the following:
Lumen output of lamps
Type of luminaire
Proportion of the room (Room Index -kr). Kr = L . W / (L + W) . Hm (Length and width of room. mounting height
of fixture above work plane- in meters)
Reflectance of internal surfaces of the rooms
Depreciation in lumen output of lamp over time.
Depreciation due to dirt collection on lamp, luminaire and room surfaces
ARTIFICIAL LIGHTING DESIGN: LUMEN METHOD 1
CALCULATIONS:
Eav = μ . Φ /A
Or,
Φ = Eav . A / μ (for new conditions)
And,
Φ = Eav . A / μ . d (for working conditions)
Where,
Φ = the total Luminous Flux of the light sources installed in the room in lumens
Eav = the average Illumination Level required on the working plane in lux
A = Area of the working plane in m2
μ = The Utilization Factor in new conditions
d = Maintenance Factor
ARTIFICIAL LIGHTING DESIGN: LUMEN METHOD 1
Utilization Factor (ŋ): Part of the lumen output of a source is lost in the fitting as well as due to absorption of the
light by the walls and ceiling of the room therefore only a portion of the lumen output of the lamp reaches the
work plane.
Utilization Factor is the ratio of the lumens actually received by a particular surface to the total lumens emitted
by a luminous source.
ŋ = lumens actually received on working plane / lumens emitted by light source.
Maintenance Factor (m): Luminous intensity of all luminaires deteriorates owing to blackening and collection of
dirt on the luminaire. walls and ceiling and other reflecting surfaces reflect less light when they become dirty.
m = illumination when everything is perfectly clean / illumination under actual conditions.
the value of m varies from 1.3 to 1.5.
Depreciation Factor (p): is reciprocal of maintenance factor. p = 1/m.
Space – height ratio: Horizontal distance between two lamps / mounting height of lamps
The value varies between 1 to 2.
If a group of light units is given, then illuminance produced on a given surface is:
E = φ x ŋ x p /A or E=φxŋ /mxA
TYPES OF LAMPS
Incandescent Lamps:
Tungsten Filament Lamps: Available in many shapes and sizes. Often used in applications where color rendering is very
important. Generate significant heat. Age and size affect the efficiency of these lamps and are used where high level of
illumination is not required. Life of most inc. lamps vary from 750-1000 hours. Color Rendering Index (CRI) is very good
approaching 100.
Consists of a hollow glass bulb containing a glass stem which carries a coiled (single or double) tungsten filament. A brass
cap is fixed onto the bulb and has two pins and two contact points.
They are of two types: vacuum type and gas filled type .
The vacuum type cannot achieve very high temperatures so the lamps have poorer efficiency- they generally give 10 -20
lumens per watt. The inert gas filled type achieves higher temperatures (up to 25000C) and efficiency – 25-35 lm/W and are
so bright that the bulb is given an internal coating.
Discharge lamps:
Ionization of a gas is done to produce light. For this purpose high voltages are required , include fluorescent lighting,
mercury vapor lamps, sodium vapor lamps, decorative neon signs.
Fluorescent lamps: Low pressure gas discharge sources where light is produced mainly by fluorescent powder coatings
(phosphors) that are activated by UV energy generated by a mercury arc. They usually consist of glass tubes with electrodes
at either end. The tubes contain mercury vapor at low pressure with a small amount of an inert gas. The phosphors are
applied to the inside of the glass tubes. When a current is applied to the electrodes, an arc forms which radiates some light
but radiates mostly UV energy. This UV energy excites the chemicals in the phosphors which in turn emit light. Have a life
between 8,000 to 20,000 hours. CRI ranges between 50-60. efficacy ranges between 55-100 lm/W.
Require a ballast which provides the starting and operating voltages.
Compact Fluorescent Lamps: or CFLs offer increased flexibility in usage as they are much smaller and come in many shapes
sizes and illumination levels.
TYPES OF LAMPS
High Intensity Discharge Lamps (HID): Metal Halide Lamps (MH): Very similar in
construction to mercury lamps, with the arc tube
Include Mercury, Metal Halide (MH) and High
containing various metallic halide compounds in
Pressure Sodium (HPS) Lamps. They are electric
addition to mercury. These compounds improve
discharge lamps, provide a relatively compact
the efficacy and color rendering. Typical MH lamp
source of light, have a long life and require
efficacy ranges from 75-125 lm/W and CRI from 60
ballasts. Starting time for many HIDs is of the
to more than 90. Compact MH lamps with CRI of
order of several minutes.
more than 90 are used for accent display lighting.
High Pressure Sodium (HPS) Lamps: Produce light Low Pressure Sodium Lamps: Lower pressure
by applying a current to sodium vapor. Contain than that in HPS Lamps. The lamp shape is linear.
two envelopes- the inner arc-tube containing Ballasts are required. Have a life of 16,000 hours
sodium and mercury and the outer glass bulb to and a very high efficacy of about 180 lm/W.
absorb the UV emitted and stabilize the Produce monochromatic yellow light - No color
temperature of the arc-tube. Efficacies range from rendering (CRI is -144).
45-150 lm/W and lives of about 24,000 hours.
Color rendering is quite poor (CRI 22).
Other Types of Lamps:
Electrodeless lamps: for compact sources for long
rated lives.
Compact-arc Xenon and Mercury Lamps: for
search - lights and projectors.
Electro-luminescent lamps: for instrument
display panels and exit signs.
Carbon arc lamps: for projectors and spot lights.
Gas-lights: for historic lighting applications
TYPES OF LAMPS- CHARACTERISTICS
TYPES OF LAMPS- SHAPES