ConcertHall Manual

The ConcertHall Project

Department of Engineering

Swarthmore College

Introduction

For the Apple Macintosh, few tools have existed to assist architects in predicting the acoustical properties in concert halls and auditoria. ConcertHall is a software package designed to simulate acoustical phenomena within computer designed structures. ConcertHall is an easy-to-use tool that can become part of any architect's Computer Aided Design(CAD) library.

ConcertHall finds the time of arrival and the intensity of each acoustic pressure wave-front passing through a selected point in a auditorium. Given the geometrical shape of an auditorium and the material compositions of its surfaces, it is possible to predict this distribution at any point in the auditorium.

ConcertHall can import architectural designs stored in the standard DXF format available on every major CAD package. A 3-dimensional wire-frame picture of the design and quick tool selection from the Toolbar make creating a simulation an easy task. The user simply loads the DXF file, assigns the appropriate materials to the walls of the auditorium, sets the characteristics of the sound source, and chooses the points in the room to be sampled.

The simulation that is currently implemented in our program examines the reflection patterns of sound emanating from a point source. The simulation approximates an acoustic pressure wave as set of wave-fronts, each traveling in a different direction. (This model becomes more accurate as the frequency of the sound increases.) Each time a wave-front bounces off a wall, it is attenuated by a factor that depends on the material composition of that wall. For example, a ray bouncing off a carpeted floor will lose more of its energy than a ray that bounces off a wooden floor. ConcertHall can determine which wave-fronts emanating from the sound source will pass through a selected point. Each destination point is reflected across many permutations of the walls in the auditoriun, creating a set ofvirtual destinations for the wave-fronts. Any wave-front that passes through the destination point must be initially directed towards one of these virtual destination points. Once these virtual destinations have been calculated, ConcertHall must simply determine which of these rays will actually pass through the desired final destination.

To facilitate the analysis of a design, ConcertHall introduces a concept called the monitor plane. The monitor plane is a slice of the room, such as the plane at ear level of the first balcony seats. Selecting such a plane can be done quickly by clicking and dragging the mouse. Once a plane has been chosen, points are sampled at evenly distributed intervals on this plane. When in reverberation time mode, ConcertHall displays a visual map of the time between when the sound is first heard at each point on the plane and when it falls below an audible threshold level. When in first reflection time mode, the visual map shows the time between when the sound is first heard at each point and the first echo is heard.

Requirements

Minimum Requirements

*Apple Macintosh computer with a 68030 processor

*1MB available memory

*System Software Version 7.0

*32 Bit Color Quick Draw Version 1.2 or better

*8-bit graphics (256 colors or grays)

Recommended

*16-bit graphics (32,000 colors)

*2MB available memory

Quick Start

To run this program, simply copy it to your hard drive, and double-click the program icon. Then choose either Open from the file menu, choose the example room you wish to use, and then press Run from the Simulation menu, and click on the OK button. You will see an analysis of the example concert hall.

User Interface Reference

3D Viewing Window

The main window you will see in Concert Hall is the three-dimensional viewing window, or simulation window. This window shows the geometry of the room you are currently simulating, as well as the results of the last simulation you ran.

The Axes

These three lines, labeled x, y and z, help you to keep a sense of direction as you turn rotate your view of the room. They are the traditional x, y, and z axes, meeting at the origin.

The Source

A black point that marks the point from which the sound will be emitted when you run a simulation. This is set using the Specify Simulation item in the Simulation menu. To get a real, three-dimensional idea of where the source is, you will probably have to rotate the view, in order to see the origin from different angles. (And get an idea of depth.)

The Monitor Plane

A parallelogram in space on which points are chosen to have the sound passing through them sampled. The parallelogram is divided into a grid of smaller parallelograms. The time and intensities at which wave fronts pass through the center of each small parallelogram (a monitor point) are calculated. From this data, the first reflection time and the reverberation time can be calculated for each of the monitor points. The intensity of the color at each parallelogram in the monitor plane shows either the value of the first reflection time (blue) or the reverberation time (red). The monitor plane key, which appears directly beneath the toolbar, shows the minimum and maximum values for the first reflection or reverberation times for the entire monitor plane, providing a key to the value at each monitor point. (See also Monitor Plane Key below.)

Note: While you are rotating or otherwise moving the view, the Monitor Plane is hidden for accelerated rendering.

The Menu Bar

File Menu

Import DXF... (Command-N)

This item allows you to import a DXF file (DXF is a file format produced by many CAD programs) into Concert Hall. The structure described by the DXF file becomes the structure of the room. Note: DXF files containing 3D meshes are currently not readable by Concert Hall. Design your room with 3D faces instead.

Open...

This item allows you to open files saved in the Concert Hall format, they include a room with the location of monitor plane and the surfaces defined for the walls.

Save (Command-S)

Save the current room.

Save as...

Save the current room under a new name.

Close

This item have not yet been implemented.

Save Surfaces...

Save the current list of surfaces.

Load Surfaces...

Load a new list of surfaces

Quit

Quits the Concert Hall application.

Edit Menu

Undo, Cut, Copy, Paste, Clear, Select All

These menu elements have not been assigned functions and are only in place to conform to the standard edit menu for Macintosh applications.

View Menu

Eye Distance (Command-I)

Change the distance of the "eye" of the viewer from the center of the room. In a perspective view, distance has a major effect on the appearance of the room. If the distance is small, the near side of the room appears much larger than the far side. If the distance is great, it is as if there is no perspective to the view at all. This does not have any relation to "zooming" in or out. Distances larger than 30,000 go beyond the range of the numbers used for the graphical projection. See Eye Distance in the Dialog Box es section for details.

Foreground Color... Command-F)

Puts up a standard Macintosh color picker and allows you to choose what color the wire-frame representation of the room should be drawn in.

Zoom In 2X (Command-=)

Zooms in on the center of the viewing window, expanding everything by a factor of two. This command does not change the distance of the eye to the room (see Change Perspective).

Zoom Out 2X (Command- -)

Zooms out from the center of the viewing window, shrinking everything to one-half its original scale. This command does not change the distance (see Change Perspective).

Note: If you zoom in too far loss of numerical accuracy will make zooming out with this item impossible. In such cases, use the Default View command.

Default View (Command-Z )

If you have zoomed in too far, you can use this item to zoom out "all the way." It restores the scaling factor to whatever it was before you started zooming in.

Simulation Menu

Specify Simulation...

Puts up a dialog box that allows you to specify the parameters of the simulation, such as the loudness and position of the sound source. See Specify Simulation in the dialogs section.

Run Simulation (Command-R)

Starts simulating. If you have not chosen the Specify Simulation... or Run Simulation items before, it will put up the specification dialog box before the simulation begins.

Stop Simulation (Command-.)

When the simulation is running the stops the simulation while saving the data already generated.

Clear Screen (Command-L)

Removes the rays from the screen and clears the Monitor Plane.

Show Rays

When this item is checked, lines will be drawn on the screen, representing the rays traced by the simulation.

Monitor Menu

Specify Monitor... (Command-M)

This item allows you to specify the location, orientation, size and shape of the monitor plane. See Specify Monitor in the Dialog Boxes section.

Show Monitor

When this menu item is checked, the program draws the Monitor Plane on the screen.

Reverberation Time, First Reflection Time

This pair of options determines what data is displayed on the monitor plane. Reverberation Time measures and displays the length of time between the moment a sound becomes audible at a given point, and the moment it dies down below the threshold of hearing (as determined in the Specify Simulation dialog box.)

Window Menu

This menu allows the user to select the top window from a list of available windows.

Surfaces Menu

Define Surfaces...

Brings up a dialog box that allows you to change the parameters of different surface coverings and create new coverings. See Define Surfaces in the Dialog Boxes section for details.

List of Available Surfaces

Normally none of these will be checked. When the Set Surface tool (see the Toolbar section) is active and you have chosen a pane, one of these items will be checked off. The default setting is "Rigid Surface." This is a surface that does not absorb any sound.

Toolbar

On the left side of the 3D window is a column of square buttons called the Toolbar. When a button is active it is shaded so that it looks as if it has been pressed. Each button activates a specific tool that allows the user to perform given functions with the mouse. The appearance of the mouse pointer is altered to show the active tool.


Virtual Trackball Tool

When this tool is chosen, you can view the room from different sides by holding down the mouse button and moving the mouse pointer (dragging) in the 3D viewing area. When you press the mouse button, you are selecting a point on an imaginary 3D sphere that surrounds the mouse. As you drag the mouse, the sphere and the room within it rotate as if you were spinning a sphere. While you are rotating the object, the Monitor Plane is hidden to accelerate the drawing of the room.


Dragging Tool

When this tool is chosen, you can slide the whole view around in the window. As with theVirtual Trackball Tool, you hold down the mouse button while moving the pointer, and the image follows the mouse pointer.


Ruler Tool

It is often important to know, and difficult to remember, the actual three-dimensional coordinates of some corner or other point in the room. The ruler tool will give you the coordinates for three kinds of points:

* Corners of any of the panes the room is made out of.

* Corners of the Monitor Plane.

* The sound source.

When you click in the window, with the ruler selected, the program finds the closest point to where you clicked. It then flashes the coordinates in the window, keeping them there as long as you hold down the button.


Set Surface Tool

This tool lets you choose the surface covering for a given surface in the room. When you click the mouse in the window, the program searches through the wall in the room until it find the wall whose (approximate) center is closest to where you clicked. One you have selected a wall, you can use the Surfaces Menu to set the appropriate surface for that wall.


Zoom In Tool

This tool lets you zoom in on a part of the drawing. When you click and drag in the 3D window, you will see a rectangle appear on the screen. When you release the mouse button, the view zooms in until whatever was formerly inside the rectangle now fills the screen. If the rectangle has a different shape than the window, it will zoom in until it can still enclose the entire rectangle. If your rectangle is very small, (for example, when you click and let go immediately) the program will zoom in to that rectangle by a factor of two. Shift-Clicking will cause the view to zoom out by a factor of two.

Monitor Plane Key

Underneath the toolbar is the monitor plane key. The monitor plane key shows the minimum and maximum values for the first reflection or reverberation times for the entire monitor plane, providing a key to the value at each monitor point.

Dialog Boxes

Specify Simulation

You can specify the following simulation parameters:

Speed of Sound

The speed of sound in the room. Since the speed of sound varies in different environments, the user should specify the appropriate speed of sound.

Source Power

The power of the sound source.

Audible Threshold

When the sound becomes softer than this threshold loudness, it is considered "inaudible." This item has an effect on the simulation complexity that is opposite that of Source Power. In a complicated simulation, only the reverberation time should be affected by this because sound will not reverberate as long.

Source Coordinates

Specify the position (in Cartesian coordinates) of the sound source in the simulation.

Specify Monitor

This dialog box allows you to specify the size, position, and orientation of the monitor plane. This is done by specifying three three-dimensional vectors. The first, under Origin is the location of one corner of the plane. If you don't know what numbers designate the location you want, use the ruler tool to get an idea. The other two vectors, X and Y, specify the other three points. X is the direction and length of one edge that touches the Origin corner. Y is the direction and length of the other edge coming from that corner. Using vector arithmetic:

where is the origin, and and are the X and Y rays.

Resolution refers to the density of the sampling points on the monitor plane, for example it your room was a cube 10 meters to a side and you wanted to sample in boxes of one square meter you would set the dimensions to 10 by 10.

Define Surfaces

This dialog allows you to change the list of surfaces. The large box lists the names of all the available surfaces. When you select a surface by clicking on it, you can change its name and absorption coefficient, or remove the surface from the list. The following is a list of the different items in the dialog box:

Name

View and edit the name of the current surface covering.

Coefficient

View and edit the coefficient for the covering. The coefficient is the ratio of sound energy striking a surface to the sound energy absorbed (i. e. not reflected) by the surface. This value must be less than one.

New

Adds a new surface to the list. You can then change its name and coefficient.

Remove

Removes the currently selected surface covering from the list. While that covering is being used to cover any of the panes of your room, it cannot be deleted.

Change Perspective

This dialog allows you to set the distance of the viewing eye from the center of the room. See Eye Distance under the View Menu

Technical Support

The easiest way to obtain technical support for this program is by sending email to chall@sccs.swarthmore.edu. You can also call (610) 690-7679 or send mail to
The ConcertHall Project
Department of Engineering
Swarthmore College
Swarthmore, PA 19081-1397

Technical Documentation

The Concert Hall Acoustical Engine

ConcertHall simulates acoustical waves fronts using a simple and practical model. A room, imported from a DXF file, is stored as a series of polygons in space, each with a given absorbtion coefficient. Given a point in space and the power and location of a sound source, ConcertHall can find all the wave-fronts emmited from the sound source that can pass through this point. ConcertHall models wave-fronts as rays. Wave fronts reflect off walls at the same angle of incidence at which they contact the wall. While this model fails to account for many of the important characteristics of sound waves, it is very practically implemented in a simulation and can yield useful data about the sound quality in a room.

The intensity of a wave-front that passes through a point is given by the equation

where , is the absorbtion coefficient of the n-th plane reflected off, and d is that total distance travelled by the wave-front.

The number of wave fronts that can pass through a given point can often be infinite such as is the case for the interior of cube, where sound rays can bounce around infinitely many times before passing through any particular point. This point will be called the monitor point, because ConcertHall monitors the sound rays passing through this point. Fortunately, the intensity of sound decreases as a function of distance travelled, and sound intensity can be absorbed by the walls of the room. This means that ConcertHall needs only examine those sound rays that pass through the monitor point above a given threshold intensity. Using this model, ConcertHall can calculate the time each wave front above a certain intensity passes through the monitor point. Wave fronts that have travelled different distances and been absorbed by walls with different absorbtion coefficients will have different instensities and will arrive at different times. Based on this time/intensity data ConcertHall can calculate the reverberation time and the first-reflection time at a point. The reverberation time is the time elapsed between when the first and the last wave fronts pass through the montitor point. The first-reflection time is the time elapsed between when the first and second wave fronts pass through the monitor point. In a room, this is usually the time elapsed between when the wave front passes directly through the monitor without reflecting off the walls and another wave front arrives after reflecting off a single wall. These two pieces of data are very important for designing a room with good acoustical properties. While these values are often calculated based on the volume of a room, ConcertHall lets the user compare these values for different parts of the room (on the monitor plane) in order to produce an even distribution of sound. The monitor plane is best positioned along the plane at which an audience is seated, in order to quickly analyze the quality of sound that the audience will be hearing.