Extended sound field recording using position information of directional sound sources

Author(s):  
Keigo Wakayama ◽  
Jorge Trevino ◽  
Hideaki Takada ◽  
Shuichi Sakamoto ◽  
Yoiti Suzuki
Author(s):  
Kin’ya Takahashi ◽  
Masataka Miyamoto ◽  
Yasunori Ito ◽  
Toshiya Takami ◽  
Taizo Kobayashi ◽  
...  

The acoustic mechanisms of 2D and 3D edge tones and a 2D small air-reed instrument have been studied numerically with compressible Large Eddy Simulation (LES). Sound frequencies of the 2D and 3D edge tones obtained numerically change with the jet velocity well following Brown’s semi-empirical equation, while that of the 2D air-reed instrument behaves in a different manner and obeys the semi-empirical theory, so called Cremer-Ising-Coltman theory. We have also calculated aerodynamic sound sources for the 2D edge tone and the 2D air-reed instrument relying on Ligthhill’s acoustic analogy and have discussed similarities and differences between them. The sound source of the air-reed instrument is more localized around the open mouth compared with that of the edge tone due to the effect of the strong sound field excited in the resonator.


1999 ◽  
Vol 5 (2) ◽  
pp. 135-140
Author(s):  
Vytautas Stauskis

The paper deals with the differences between the energy created by four different pulsed sound sources, ie a sound gun, a start gun, a toy gun, and a hunting gun. A knowledge of the differences between the maximum energy and the minimum energy, or the signal-noise ratio, is necessary to correctly calculate the frequency dependence of reverberation time. It has been established by investigations that the maximum energy excited by the sound gun is within the frequency range of 250 to 2000 Hz. It decreases by about 28 dB at the low frequencies. The character of change in the energy created by the hunting gun differs from that of the sound gun. There is no change in the maximum energy within the frequency range of 63–100 Hz, whereas afterwards it increases with the increase in frequency but only to the limit of 2000 Hz. In the frequency range of 63–500 Hz, the energy excited by the hunting gun is lower by 15–30 dB than that of the sound gun. As frequency increases the difference is reduced and amounts to 5–10 dB. The maximum energy of the start gun is lower by 4–5 dB than that of the hunting gun in the frequency range of up to 1000 Hz, while afterwards the difference is insignificant. In the frequency range of 125–250 Hz, the maximum energy generated by the sound gun exceeds that generated by the hunting gun by 20 dB, that by the start gun by 25 dB, and that by the toy gun—by as much as 35 dB. The maximum energy emitted by it occupies a wide frequency range of 250 to 2000 Hz. Thus, the sound gun has an advantage over the other three sound sources from the point of view of maximum energy. Up until 500 Hz the character of change in the direct sound energy is similar for all types of sources. The maximum energy of direct sound is also created by the sound gun and it increases along with frequency, the maximum values being reached at 500 Hz and 1000 Hz. The maximum energy of the hunting gun in the frequency range of 125—500 Hz is lower by about 20 dB than that of the sound gun, while the maximum energy of the toy gun is lower by about 25 dB. The maximum of the direct sound energy generated by the hunting gun, the start gun and the toy gun is found at high frequencies, ie at 1000 Hz and 2000 Hz, while the sound gun generates the maximum energy at 500 Hz and 1000 Hz. Thus, the best results are obtained when the energy is emitted by the sound gun. When the sound field is generated by the sound gun, the difference between the maximum energy and the noise level is about 35 dB at 63 Hz, while the use of the hunting gun reduces the difference to about 20–22 dB. The start gun emits only small quantities of low frequencies and is not suitable for room's acoustical analysis at 63 Hz. At the frequency of 80 Hz, the difference between the maximum energy and the noise level makes up about 50 dB, when the sound field is generated by the sound gun, and about 27 dB, when it is generated by the hunting gun. When the start gun is used, the difference between the maximum signal and the noise level is as small as 20 dB, which is not sufficient to make a reverberation time analysis correctly. At the frequency of 100 Hz, the difference of about 55 dB between the maximum energy and the noise level is only achieved by the sound gun. The hunting gun, the start gun and the toy gun create the decrease of about 25 dB, which is not sufficient for the calculation of the reverberation time. At the frequency of 125 Hz, a sufficiently large difference in the sound field decay amounting to about 40 dB is created by the sound gun, the hunting gun and the start gun, though the character of the sound field curve decay of the latter is different from the former two. At 250 Hz, the sound gun produces a field decay difference of almost 60 dB, the hunting gun almost 50 dB, the start gun almost 40 dB, and the toy gun about 45 dB. At 500 Hz, the sound field decay is sufficient when any of the four sound sources is used. The energy difference created by the sound gun is as large as 70 dB, by the hunting gun 50 dB, by the start gun 52 dB, and by the toy gun 48 dB. Such energy differences are sufficient for the analysis of acoustic indicators. At the high frequencies of 1000 to 4000 Hz, all the four sound sources used, even the toy gun, produce a good difference of the sound field decay and in all cases it is possible to analyse the reverberation process at varied intervals of the sound level decay.


2021 ◽  
Vol 2 ◽  
Author(s):  
Thirsa Huisman ◽  
Axel Ahrens ◽  
Ewen MacDonald

To reproduce realistic audio-visual scenarios in the laboratory, Ambisonics is often used to reproduce a sound field over loudspeakers and virtual reality (VR) glasses are used to present visual information. Both technologies have been shown to be suitable for research. However, the combination of both technologies, Ambisonics and VR glasses, might affect the spatial cues for auditory localization and thus, the localization percept. Here, we investigated how VR glasses affect the localization of virtual sound sources on the horizontal plane produced using either 1st-, 3rd-, 5th- or 11th-order Ambisonics with and without visual information. Results showed that with 1st-order Ambisonics the localization error is larger than with the higher orders, while the differences across the higher orders were small. The physical presence of the VR glasses without visual information increased the perceived lateralization of the auditory stimuli by on average about 2°, especially in the right hemisphere. Presenting visual information about the environment and potential sound sources did reduce this HMD-induced shift, however it could not fully compensate for it. While the localization performance itself was affected by the Ambisonics order, there was no interaction between the Ambisonics order and the effect of the HMD. Thus, the presence of VR glasses can alter acoustic localization when using Ambisonics sound reproduction, but visual information can compensate for most of the effects. As such, most use cases for VR will be unaffected by these shifts in the perceived location of the auditory stimuli.


Perception ◽  
1973 ◽  
Vol 2 (3) ◽  
pp. 337-341 ◽  
Author(s):  
S M Anstis

A subject wore for six days a microphone on each hand, connected to stereo headphones. This effectively placed his ears on his hands. Hand movements, with eyes closed, produced apparent movements of sound sources, and crossing the hands over appeared to reverse the sound field. No perceptual adaptation to this auditory rearrangement was found.


2001 ◽  
Author(s):  
Arzu Gonenc Sorguc ◽  
Ichiro Hagiwara ◽  
Qinzhong Shi ◽  
Haldun Akagunduz

Abstract In this study, sound field inside acoustically-structurally coupled rectangular cavity excited by structural loading and sound sources is shaped by optimizing the position of the sound source. In the optimization, Most Probable Optimal Design (MPOD) based on Holographic Neural Network is employed and the results are compared with Sequential Quadratic Programming (SQP). It is shown that source position, rather than source strength, is more effective in acoustically controlled modes. The nodal positions for in-vacuo acoustical normal modes are good candidates for initial starting points.


Author(s):  
Jyri Pakarinen

This chapter discusses the central physical phenomena involved in music. The aim is to provide an explanation of the related issues in an understandable level, without delving unnecessarily deep in the underlying mathematics. The chapter is divided in two main sections: musical sound sources and sound transmission to the observer. The first section starts from the definition of sound as wave motion, and then guides the reader through the vibration of strings, bars, membranes, plates, and air columns, that is, the oscillating sources that create the sound for most of the musical instruments. Resonating structures, such as instrument bodies are also reviewed, and the section ends with a discussion on the potential physical markup parameters for musical sound sources. The second section starts with an introduction to the basics of room acoustics, and then explains the acoustic effect that the human observer causes in the sound field. The end of the second section provides a discussion on which sound transmission parameters could be used in a general music markup language. Finally, a concluding section is presented.


2014 ◽  
Vol 945-949 ◽  
pp. 717-724 ◽  
Author(s):  
Jiang Hua Deng ◽  
Jun Hong Dong ◽  
Guang De Meng

The main goal of the present paper is to provide a method of source identification. Firstly, statistically optimal near-field acoustical holography (SONAH) techniques are applied to locate sound sources with the reflected sound field. In the presence of reflection plane parallel and perpendicular to the source plane, the incoming wave and reflected waves are separated based on the acoustic superposition principle and acoustic mirror image principle to satisfy the condition of the sound sources reconstruction using SONAH. Secondly, contribution of noise source to the special field point is analyzed and noise source ranking of interior panel groups are evaluated based the proposed three step acoustic contribution method. Finally, this method is verified experimentally.


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