Learn the different ways sound travels.
Understand the basics of room acoustics, Room Impulse Response (RIR), and Acoustic Impulse Response (IR).
Learn methods of recording room impulse response.
Understand reverberation time as a property of room acoustics.
Discover an application of the impulse response: auralisations.
Sound travels as vibrations through a medium (material), such as air or water. These vibrations push the nearby particles back and forth. The animations below show how the sound travels in two dimensions and three dimensions.
In a transverse wave, the movement of particles is perpendicular to the direction the wave travels. For example, if you shake one end of a rope up and down, the wave moves horizontally from left to right, but each part of the rope only moves vertically up and down. The particles themselves do not travel along the rope; instead, each particle simply vibrates around its own fixed position as the energy passes through it.
When it comes to music and audio, however, sound waves behave a bit differently. Sound travels as a longitudinal wave, meaning the air particles vibrate back and forth in the same direction that the wave is travelling. These vibrations travel through the air, naturally getting weaker and losing energy the further they go, until they finally reach our ears and we perceive them as sound.
There are three primary components of how sound travels through an environment:
Reflections are like sound hitting a mirror. Just as a mirror reflects light, sound can reflect off of surfaces. Sound reflects better off of hard, smooth surfaces like tables and walls, and the angle the sound bounces off the surface is the same as the angle it hits the surface.
Diffusion is like a broken mirror for sound. Just like the broken mirror might scatter light in lots of directions, diffusion scatters sound from a rough surface, like a stone wall, into different directions as it disperses its energy.
Absorption is like a sponge for sound. Like water being soaked up into a sponge, the sound is absorbed. When sound hits a soft surface, like curtains or a blanket, absorption converts the sound energy into heat.
Have you ever noticed as you enter a building, your ears can gather information about the space you are in from the way things sound? Your ears listen to the reflections, diffusion, and absorption of sounds that’s happening in the space. A combination of all three of these components occurs in almost every space that you enter.
A theatre where actors are performing a show will usually have a carpet on the floor. This is because it can absorb the harsher parts of sound and help create an environment that is suitable for listening to dialogue. Alternatively, in a cave, the stone walls reflect sound, so we perceive the space as reverberant or 'echoey'.
Room acoustics is a study of understanding how sound behaves in different spaces, and Room Impulse Response (RIR) is a tool we can use to do this.
Acoustic Impulse Response (IR) can be considered as the ‘acoustic fingerprint’ of a space. IR describes how a space responds to sound within it.
Before we explore impulse response further, we need to think about how sound travels in space. There are three stages: direct sound, early reflections and reverberation.
Let's say we have a sound source or 'bang' in a room…
Firstly, the sound travels directly from the source to the listener, this is direct sound.
Direct sound does not interact with any surfaces before reaching the ear.
It is ‘uncontaminated’.
Then, the sound reflects from surfaces in the space and arrives at the listener, this is early reflections.
Early Reflections vary in levels of intensity, depending on the distance travelled by the sound and the properties of the reflective surfaces.
Following early reflections, sound continues to move around the space, this is reverberation.
This results in multiple lower level interfering reflections.
Below is a diagram that uses historically informed 3D geometry and acoustic simulation to generate room impulse responses that capture how sound would have propagated, reflected, and reverberated in St Mary’s Abbey (found in York’s Museum Gardens) before its destruction.
And here is an animation of how the sound waves would travel in this space!
Murphy, D., Shelley, S., Foteinou, A., Brereton, J. and Daffern, H. 2017 Acoustic Heritage and Audio Creativity: the Creative Application of Sound in the Representation, Understanding and Experience of Past Environments, Internet Archaeology 44. https://doi.org/10.11141/ia.44.12
An impulse is a short but loud signal that is used to excite a room. It allows us to listen to how the room responds to the impulse, and tell us about the acoustic characteristics of the space.
There are two main ways to record IRs: the transient method and the exponential sine sweep method.
1) The transient method: using natural physical acoustics, such as hand claps, balloon pops, or a starter pistol.
Watch the video below to see how we can use the transient method to capture the impulse response of a cave using balloon pops. Audio warning: loud popping of balloons.
What Does Cave Reverb Really Sound Like? Jesse Gimbel, Permmission granted by creator
2) The Exponential Sine Sweep (ESS): uses sine waves sweeping logarithmically through frequencies of interest (normally within the human hearing range i.e. 20 Hz - 20 kHz). This allows the signal to be spread over a longer length of time instead of a short moment.
Listen to this audio example of an Exponential Sine Sweep (ESS). Audio warning: this audio goes from very low pitch to very high pitch. The end might pierce your ears a bit!
ESS can be played back over a loudspeaker in a room of interest, and recorded using a microphone. After we obtain the recording, an audio process called convolution can be used to achieve the room impulse response (RIR).
Apart from listening to resulting IRs, we can also do further IR analysis to understand the acoustic character of the space, such as reverberation time.
Using an organ pipe and stopwatch, Wallace Sabine (1868-1919) pioneered reverberation time measurement. Wallace used the organ pipe as his impulse, and the stopwatch the time how long the sound took to die away. This time is called the reverberation time, a concept that is still widely used as a character of room acoustics. He established the now-standard measurement of reverberation time known as RT60: the time taken for a sound in a space to reach one millionth of its original intensity, equivalent to a decrease of 60 dB. Decibels (dB) are a unit used to express the ratio between two sound levels or intensities.
The factors effecting reverberation time include both the size of the space and the amount of sound absorbed at each reflection.
The ideal RT60 of a concert hall = 2 - 2.25 seconds.
The ideal RT60 of a lecture hall = less than 1 second.
Learn more about The World's First Acoustically Engineered Hall, Boston Symphony Hall
The University of York uses the website Open Air to store and share the impulse responses of different locations. We have provided a few examples below. Listen to the impulse response and try to measure what the reverberation time (RT60) might be!
Can you estimate the RT60 of the University of York's Central Hall? (Click for the Answer!)
1.34 seconds.
Can you estimate the RT60 of this railway tunnel? (Click for the Answer!)
3.11 seconds.
Can you estimate the RT60 of Terry's Factory Warehouse? (Click for the Answer!)
28.08 seconds.
Can you estimate the RT60 of York Minster? (Click for the Answer!)
7.89 seconds.
Now that you have learned how to record impulse responses, you could go out and clap your hands or pop some balloons in different spaces. Try and listen to the early reflections from the hard surfaces like concrete walls: what’s the reverberation time (RT) of each space? Why do some spaces have a longer RT than others?
Auralisation is the virtualisation of acoustics. Just as a 3D render allows us to preview a building's design, auralisation allows us to preview how a specific space will sound before we ever step foot inside.
The primary purpose of auralisation is to test the suitability of a room for its intended use. For example, if we are designing a lecture hall, we need to know if the acoustics support clear, intelligible speech. By creating an auralisation, we can 'pre-listen' to a lecture in that virtual space and determine if the room’s reflections will make the speaker easy to understand.
To achieve this, we use the Room Impulse Response as the acoustic blueprint, which contains all the data about how sound bounces off the walls, ceiling, and floor. For a precise simulation, we must use an anechoic recording as our sample sound. These recordings are captured in specialised environments like the anechoic chamber at the University of York (pictured below).
An anechoic chamber is designed with deep foam wedges that absorb nearly 100% of sound reflections.
By using an anechoic source, we ensure that the final auralisation is untainted. When you listen to the result, you are hearing only how the chosen virtual space responds to the audio, providing insight into the room's acoustic performance.
Listen to the recording below of singing in an anechoic chamber. Notice how crisp the sound is: that’s because almost all of the sound reflections are being absorbed by the walls.
Using the RIR of the space, we can now place this singer in various locations across the world. Listen to the audio below to hear the RIR, and then the auralisation of the singing in that space.
Congratulations! You have reached the end of this module 🎉
You have now learned the basics of acoustics. You have learned how sound travels in a room and how a room impulse response (RIR) acts as an acoustic fingerprint of a space, which describes how sound responds within it. You have also learned how to record impulse responses and how they provide important acoustic properties of a space, such as reverberation time (RT60). Finally, you have explored how impulse responses can be used for auralisation, allowing us to virtualise how audio would sound in a given space.