Sound insulation auralization can be used as valuable tool to study the perceptual aspects of sound transmission in built environments for assessment of noise effects on people. It may help to further develop guidelines for building constructions. One advanced goal of real-time sound insulation auralization is to appropriately reproduce the condition of noise effects on the human perception and cognitive performance in dynamic and interactive situations. These effects depend on the kind of noise signal (i.e. speech, music, traffic noise, etc.) and on the context. This paper introduces a sound insulation auralization model. The sound insulation filters are constructed for virtual buildings with respect to complex sound propagation effects for indoor and outdoor sound sources. The approach considers the source room sound field with direct and diffuse components along with source directivity and position. The transfer functions are subdivided into patches from the source room to the receiver room, which also covers composite building elements, thus providing more detail to the actual building situations. Furthermore, the receiving room acoustics includes the reverberation of the room based on its mean free path, absorption and binaural transfer functions between its radiating walls elements and the listener. This more exact approach of sound insulation model agrees reasonably well with the ISO standard (i.e. diffuse field theory) under standard settings. It is also shown that the sound field significantly influences the transmitted energies via building elements depending on the directivity and position of the source. The proposed method is validated as a general scheme and includes more details for real-time auralization in specific situations especially in the cases where the simplified diffuse sound field approach fails. It is capable to be used in interactive Virtual Reality (VR) systems, which opens new opportunities for psychoacoustics research in noise effects on human.
Acoustic source localization and tracking using microphone arrays has become a focus of interest in room acoustics, teleconference systems and tracking of sound producing objects. The current methods to estimate the source localization depend on conventional time-delay estimation techniques between microphone pairs, however, ignoring the ambient noise, reflections from surrounding and reverberation in the closed space. In this study, an acoustic source localizer and tracker (ASLT) based on 3D microphone array is designed and developed for real time source detection and localization.Two practical approaches were examined and evaluated, based on direction of arrival (DOA) estimation techniques and steered power response (SPR) of array algorithms in order to improve the accuracy for tracking multiple sources in full 3D coordinates. Among time delay estimation techniques, generalized cross correlation (GCC) is employed in frequency domain using multiple combinations of microphone pairs of the array with Phase transform (PHAT) weighting function for optimum detection of sources in the presence of reverberant environments.PHAT gives a good performance in the presence of ambience, even when the signal to noise ratio (SNR) is low. For SPR, minimum variance distortion less response (MVDR) beamformer weights are evaluated and purposed for accurate source tracking applications. A microphone array is designed using six transducers in spherical configurations and used for the evaluated for proposed methodology.The measurements are carried out in a reverberant chamber under different noise conditions to validate the practicality of the algorithmic chain and finally, the results are obtained and presented to demonstrate the efficiency of the proposed microphone array design and localization technique.
A methodology is proposed and investigated for realistically synthesizing aerodynamic sounds, such as fire sounds based on a graphically generated animation of fire. The proposed technique, “bandwidth extension method,” is a physically based combustion sound model for synthesizing low frequency flame sounds from a visual flame simulation, which runs at low temporal sampling rates. The spectral bandwidth approach uses noise matching combustion sound spectra, whereas the data-driven texture approach uses input flame sound recordings. Various simulations of fire animations are presented, and a comparison is provided of small- and large-scale phenomena for plausible synthesized and recorded flame sounds of various flames.
The room acoustical characteristics have been investigated in temporal and spatial structures of room impulse responses (IRs) at different audience positions in real halls. The spherical microphone array of 32-channel is used for measurements process. Specular and diffusive reflections in IRs have been visualized in temporal domain with sound-field decomposition analysis. For plane wave decomposition, the spherical harmonics are used. The beamforming technique is also employed to make directional measurements and for the spatio-temporal characterization of sound field. The directional measurements by beamforming are performed for producing impulse responses for the different directions to characterize the sound. From the estimation of spatial characterization, the reflective surfaces of the hall are indicated as responsible for specular and diffusive reflections.
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