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Setting a different absorption coefficient for each frequency bin/critical band #166

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240db opened this issue Mar 10, 2023 · 2 comments

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@240db
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240db commented Mar 10, 2023

I was just reading the documentation and the overview video for Unreal Engine on YouTube, but it seems the acoustic materials apply the same absorption coefficient to all frequencies.

How to go about the simulating acoustic materials that have different coefficients at given bin, you could have a low or high bin size (of course, put a warning in case the bin size is too large). Can I create my own acoustic material based on datasheet from real materials? Could these custom acoustic materials have different absorption coefficients for the critical bands? i.e. 50.100,200,400,800,1600... or 30, 60, 120, 240... The possibility of arbitrarily selecting different critical band ranges and bin size (how many bands).

The coefficient could have a gradient like function between the bands or a naive model based on limit.

Meanwhile, will keep looking into the source code and the documentation to check this feature feasibility. I will share my findings. Any suggestions are welcomed

@240db
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240db commented Mar 10, 2023

Example of multiple absorption values of materials

Screenshot 2023-03-10 at 00-25-59 (RWTHedition) Michael Vorländer - Auralization_ Fundamentals of Acoustics Modelling Simulation Algorithms and Acoustic Virtual Reality-Springer International Publishing_Springer (2020) pdf

Even assets like players, chairs and other props could have their own absorption values

Screenshot 2023-03-10 at 00-26-17 (RWTHedition) Michael Vorländer - Auralization_ Fundamentals of Acoustics Modelling Simulation Algorithms and Acoustic Virtual Reality-Springer International Publishing_Springer (2020) pdf

I believe currently, one can only set a single value but should be easy to mod it, will look into it

KyleStorck_4-1622741868599

@NoelCross
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@240db thanks for your interest in Project Acoustics. The simulation engine currently doesn't support any per-band properties for absorption although this is a common request so I'm confident that the project will include support for this concept in the future.

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