Category Archives: acoustics
-excerpts from Schroeder’s quadratic-residue diffuser. I sent Moji our latest presentation the other day along with photographs from milling and foam tests. He seemed to think that due to the size/scale of our sites that we make actually want to diffuse the sound rather than reflect and he provided these documents for us to review, this would be amplifying the sound. He also seemed to think that instead of directing or amplifying our sound our problem would lie in containing the sound due to excess noise in the streets. However I think this is what we want but only perhaps in specific instances? So to diffuse noise, panel size needs to be equal to the wave length of sound. However we need to know the music that will be playing in order to know which frequencies we want to diffuse. Then we will know the panel size–he suggested using a random number generator (as seen on Page 4) to randomly generate the sizes of well widths and depths(1/4 wave length)[[reflection: 4x wave length]]. We may need to specify a certain style of performance and check the frequencies of the sound being generated in order to set up our range of panels. This might necessarily include stereotyping the neighborhood in order to arrive at a musical style which varies from location to location, and for the speciation of the project. I think though that by doing this it could help us, adding a little more context to design within–a rave performance will function and sound differently than an acoustic blues performance, etc. But we really do need a large variation in scale of diffusers in order to diffuse all wave lengths.
reflection surfaces: 4x wave length
diffusion surfaces w: equal to wave length
diffusion surfaces d: 1/4 wave length
*i think this is as much as we need to know and if we can tie this to certain styles of performances and then randomly generate the surfaces to this criteria we will have generate diffusive and reflective surfaces oriented at our audiences. concert halls typically have overhead reflective surfaces which they are able to reconfigure based on performance being played, i.e. changing the distance to allowing different frequencies to be reflected. These are the three variables we should be concerned with, as mentioned by Moji: distance, intensity, and frequency. Below are some other files that may be useful: