INTRODUCTION
and turn the phase for one of the taps, you will get the illusion of the sound coming from behind you. Like other
Creating a “natural” room ambience
If you wish to create a natural ambience, you need an application to calculate the reflections (delay taps) in the room you wish to simulate. The reflections depend on the room’s shape and size and on the position of both the sound source and the “listener”. The color of the reflections will depend on the different surfaces in the room, and their precise absorption coefficient. By calculating these reflections, you can create a very natural audio environment. However most of us do not have such an application, so we must rely on a few rules, a rough estimate – and our ears.
A few “rules of thumb”: Sound travels at 340 meters per second in air. We also know that by doubling the distance to a sound source, its sound pressure level (SPL) will be reduced by 50%.
Example:
The sound source is 5 meters away from you and its SPL is
Furthermore sound pressure will decrease 0.03 dB/m just by traveling in air.
These facts can help us creating credible ambiences.
An example: The sound source is in a room 4 meters wide and 8 meters long, and it is located 2 meters from the back wall and centered between the two sidewalls. The distance between the source and the microphone is 4 meters. The exact calculation of all the reflections in this example will take quite a bit of time, a spreadsheet and good old Pythagoras to get right.
INTRODUCTION
But you can also do a rough estimate: The first sound hitting the microphone is the direct signal. This will have a level of 0 dB and an angle of 0 degrees.
The subsequent reflections to reach the microphone will be coming from the floor and the ceiling. However we can leave them out since these reflections are very close to the direct signal, they are very loud, and they often create an ugly comb filtering effect. The reflections from the walls are next: The sound travels 2.8 meters before hitting the wall between the source and the microphone. Then it travels another 2.8 meters from the wall before finally hitting the microphone. That is a total of 5.6 meters, equaling 16 to 17 ms. The angle is likely about 45 degrees left. Since the sound traveled nearly three times the distance of the direct signal, you should turn the level down about 9 dB. Now add 40 % Shade to the tap and go to
Now you can create a new reflection just like this one, with only tiny variations in delay time and level, and let it arrive from the other side – for instance, at an angle of 40 degrees from the right.
The next wave of reflections arrives from the wall behind the sound source. Some reflections will hit the back wall first and then the sidewall before hitting the microphone. Try to continue the calculations by yourself. Look at the illustration. If you think the room needs a little extra, try to flip the phase on some of the taps. You can also try to add some Feedback to some of the taps.
Classic echo – with a twist
If you wish to simulate a classic
On the “Shade Settings” tab, set Diffusion to “Normal”. Next, turn the EQ’s high band and low band down until you get a soft and diffused sound. This kind of delay will often blend much better in a mix than clean, unaltered delays. And in
Enjoy!
6 | 7 |