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- Newsgroups: rec.audio
- Path: sparky!uunet!timbuk.cray.com!walter.cray.com!daw
- From: daw@cray.com (Dave Wright)
- Subject: Re: Direct vs Reflecting speaker designs
- Message-ID: <1993Jan22.100422.5992@walter.cray.com>
- Lines: 71
- Nntp-Posting-Host: nothing.cray.com
- References: <1993Jan19.190240.359@sparky.imd.sterling.com> <1993Jan21.195728.5377@news.columbia.edu>
- Date: 22 Jan 93 10:04:22 CST
-
- In article <1993Jan21.195728.5377@news.columbia.edu> gmw1@cunixa.cc.columbia.edu (Gabe M Wiener) writes:
- >In article <1993Jan19.190240.359@sparky.imd.sterling.com> jim@IMD.Sterling.COM (Jim Nicholsen) writes:
- >>
- >>
- >>The preceding would seem to say that room reflections are indeed a
- >>"bad thing". However, increased reflections are listed as a "good thing"
- >>in a couple of well regarded speakers (e.g. Definitive Tech "Bi-polar"
- >>designs, some Magneplanar ads). Where does the truth (tm) lay?
- >>
- >
- >It really depends on a number of things.
- >
- >If you design a speaker system that works via reflections...say The
- >Definitive Tech bi-polar (as you mentioned), or the Miarge M-1, then
- >you want a good deal of reflectivity in the live end of the room,
- >because the design depends on that. Ian Paisley up a API recommends
- >that, in the ideal setup, the side walls should be reflective from the
- >live end back to 2/3 of the way between the listener and speaker, so as
- >to get the first reflection but no more.
- >
- >HOWEVER....when you're working with DSP, you generally do not want your
- >room to be too reflective. This is out of a need for *control*. You can
- >simulate reflectivity electronically. You *cannot* make a reflective room
- >sound dry. Therfore, if you have t err in a DSP setup, you always want
- >to err on the dry side.
- >
- >Some professional DSP units, such as the SigTech processor used for
- >location-recording work, etc., is rated up to 50 ms....in other words,
- >its DSP effect will work in a room with up to 50 ms of natural delay.
- >After that, the unit can't exert enough control.
-
- Of course a room with a 50ms Initial Time Delay Gap (ITDG) would give a very
- clear echo and terrible to listen in. 50ms would translate to a travel
- path of over 50ft more than the direct sound. A large room indeed.
-
- THere are metrics for the quality of speech and music that take into
- account the direct vs reflected sound.
-
- For speech it is called Articulation Loss of Consonants %AL(cons)
- that determines what
- percentage of words at a listening position would be unintellegible.
- Sound System Engineering (Don Davis) lays all this out.
-
- For Music, the energy content is measured from 0-20ms, 20-80ms, and 80
- to 120ms for metrics labeled C20, C80, C120 (Anyone know where papers
- on this are?) I've looked in JAES and ASA but I understand it is European
- in origin. With computers and 3D visualization metrics looking at the
- direction/intensity of the sound in what is often refered to as ballon data.
-
- Some of what is said above corresponds to the Live End/Dead End concept of
- giving the listening room a ITDG longer the the recording so the ambience
- in the recording will not be masked by the room. THis is one reason that
- moving the speakers can have effects on imaging.
-
- Being to refelctive is not the issue, the issue is the intial time delay
- gap of the room. the 2/3rds rule mentioned is ok for that 1st order
- reflection but then it should come in at least 20ms after the direct sound.
- In studio control rooms like LEDE, this is done with what were refered to
- as Haas Kickers. BUt after the 1st order reflections you then want the
- diffuse sound field to come in. This means the back of the room should be
- live not dead. The front of the room was dead to extend the ITDG so you
- can here the recording but also so early reflections don't destroy the
- frequency response of the speakers. The old Westlake compression ceiling
- was a common culprit to bringing in refelctions to early and putting wide
- notches in the frequency response at the listening postion. Finally to get
- the spaciousness of the room to sound larger, Diffusors such as RPG
- Diffusion was added to break the 1st order reflections coming from the back
- of the room into multiple order reflections creating a diffuse sound field
- such as you would have in a concert hall.
-
- Dave W
-