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      <font face="Verdana, Charcoal, Sans-Serif" color="#000000" size=2>The music 
      industry is witnessing staggering electronic advances in digital recording, 
      new 5.1 surround delivery formats, DVD, etc. However, to appreciate all 
      of this potential we must remember that sound eventually travels the acoustic 
      analogue path from loudspeaker to our ears. Our auditory system, ear and 
      brain, processes the direct sound from the loudspeakers and the torrent 
      of early and late arriving reflections from the room and synthesizes a pyschoacoustical 
      sensation of what we are hearing. What we hear depends on the complex interaction 
      among the electronics, the hearing quality and placement of the listener 
      in the room, the quality and placement of the loudspeakers, the dimensions 
      of the room and the general acoustic condition of the room and its contents. 
      Thus in addition to the electronic distortion you may be familiar with in 
      hardware terms, the interaction of the sound and the room can introduce 
      what we call "acoustic" distortion. This complex electro-acoustic interaction 
      is often overlooked and emphasis is placed solely on the quality of the 
      hardware. <br>
      <br>
      <b>Sound Production Room</b><br>
      Sound production rooms acoustically contribute to the perceived sound of 
      the music or speech. The arrival time, direction and temporal density of 
      the early reflection pattern, coupled with the various early to late energy 
      ratios and decay time, level and temporal and spatial density of the late 
      reflections define the sound that heard. If we listen to a cello recorded 
      in an anechoic chamber, devoid of any reflective surface, it seems dull 
      and lifeless. When the instrument is placed in a performance environment 
      it takes on the warm and reverberant sound we come to expect from a cello. 
      Therefore, the sound we hear is a combination of the instrument and the 
      sound production room. <br>
      <br>
      <b>Sound Re-Production Room</b><br>
      Sound reproduction rooms, on the other hand, like recording studios and 
      home theaters, should be neutral. All of the spectral, timbral and spatial 
      information is pre-encoded on the playback media and the room's only function 
      is to allow a critical listener to hear what has been recorded, as is was 
      recorded. As opposed to a music production room, a music re-production room 
      can only add acoustical distortion and corrupt the music reproduced. Therefore, 
      it does not add to the music as a music production room does. <br>
      <br>
      <b>Recording Session</b><br>
      Since the founding of RPG in 1983, we have attempted to document the complex 
      electro-acoustic interaction occurring in listening rooms, via journal publications, 
      magazine articles and seminars. However, at the end of the day, hearing 
      is believing. Therefore, we thought we would try to create Acoustic Demonstrations 
      to illustrate the effect the room can have on what we hear. There is certainly 
      a need for scientific audiology/test demonstration discs, but in this case 
      we wanted to create demos that were both enjoyable to listen to and also 
      informative, not a series of test tones. <br>
      <br>
      <b>The Room</b><br>
      To study the effects of the room on what we hear, we built a dedicated listening 
      evaluation lab at RPG with dimensions 19' (L) x 14' (W) x 10' (H), for good 
      modal distribution. The room was constructed on a concrete floor with wood 
      stud construction. The inner walls and ceiling consist of 3 layers of damped 
      5/8" drywall that were glued, screwed and caulked. The stud core was filled 
      with honeycomb and the outer skin was 3/4" MDF. The inner surface was painted. 
      The room is solid! <img src="listenimages/rpgroom.jpg" alt="Room Treated with RPG" width="400" height="221" border="0" vspace="8"> 
      The goal of the treated rooms was to provide good imaging, using absorptive 
      and diffusive image tools; provide uniform distribution of the sound using 
      diffusion tools and provide a uniform frequency response using bass trapping 
      Bass tools; and finally to provide a uniform reverberant decay response. 
      <img src="listenimages/timeresponse.gif" alt="Time Response" width="400" height="287" border="0" vspace="8"> 
      <b>The Music</b><br>
      Our friends at Telarc, Pope Music, DMP and Q-up Arts graciously allowed 
      us to use commercial CD releases for these tests. Buck Brown also provided 
      an excellent live guitar performance. <br>
      <br>
      <b>The Equipment</b><br>
      Speaker and microphone positions were determined using RPG's <a href="../../products/roomoptimizer/index.htm">Room 
      Optimizer&#153;</a> software program to minimize the speaker-boundary interference 
      and modal excitation. <br>
      <br>
      Since much of what we hear can be corrupted by very low level effects, we 
      felt we needed to use the latest 20 bit recording technology to faithfully 
      <img src="listenimages/tomjung.jpg" alt="Tom Jung of DMP" align=LEFT width="200" height="136" border="0" hspace="4" vspace="10">reproduce 
      the sound in the room. To accomplish this, we turned to our friends in the 
      recording industry who are at the cutting edge and responsible for much 
      of the music you hear. In a weak moment, after several informal discussions, 
      my friend Tom Jung of DMP, graciously volunteered his talents to record 
      and edit the session. Tom also supplied all of his own recording tools as 
      well. Without his help and encouragement, this project would never have 
      been possible. <br>
      <br>
      The CD musical selections were transferred and edited to a DAT. The DAT 
      signal was fed to a Parasound amplifier, which drove two Paradigm Studio/20 
      <img src="listenimages/equipment.jpg" alt="Equipment" align=LEFT width="200" height="128" border="0" hspace="8" vspace="4">loudspeakers. 
      The reproduced signal in the room was recorded with multiple Shure microphone 
      configurations, a Grace 801 Preamp, Benchmark 2004R A/D converters and the 
      Yamaha DRU8. Upon editing, the ORTF configuration using two Shure SM81 microphones 
      most faithfully represented what we heard in the room. The tracks were edited 
      using Samplitude software and transferred to a CDR. <br>
      <br>
      <b>The Demonstration</b><br>
      We explored the effect of acoustics on several types of rooms- a project 
      studio, a home theater, a conference room and a music practice room. For 
      each room type we created:<br>
      <br>
      1. A direct digital CD transfer, which is the reference of what the musical 
      passage originally sounded like<br>
      <br>
      2. A recording of the musical passage in the untreated very reverberant 
      room (unpainted drywall walls and ceiling and concrete floor)<br>
      <br>
      3. A recording of the musical passage in the RPG acoustically treated room 
      <br>
      <br>
      Therefore, each musical passage is repeated three times (reference, untreated, 
      and treated). The idea was to allow the listener to hear them in sequence. 
      Then at the listener's discretion he/she can switch among the three musical 
      passages in any desired order. <br>
      <br>
      This research project yielded much interesting information and musical samples. 
      We begin by presenting three selections: instrumental piano in a small Jazz 
      ensemble, folk vocal and a symphonic selection. All selections were recorded 
      in a home theater type of setting. <br>
      <br>
      NO ARTIFICIAL REVERBERATION OF ANY KIND WAS ADDED TO THIS RECORDING! We 
      mention this because you may be astonished at the sound of the untreated 
      room! <br>
      <br>
      <b>Conclusions</b><br>
      The goal of these experiments was to see how faithfully a room could <img src="listenimages/rpgceiling.jpg" alt="RPG Skylines" align=LEFT width="200" height="130" border="0" hspace="4" vspace="4">reproduce 
      the inherent sounds recorded on a CD. You will find that the untreated room 
      introduces significant reverberant acoustical distortion. On the other hand, 
      the RPG treated room very faithfully reproduces the original CD sound provided 
      as a reference, despite the fact that a commercial CD was played back through 
      a speaker/amplifier reproduction system, re-recorded in the room, edited 
      and re-mastered. <br>
      <br>
      Play the CD reference sample followed by the sample re-produced in each 
      type of room treatment, switching back and forth, to gain an appreciation 
      of the changes introduced by the room acoustics. It is remarkable the extent 
      to which a properly treated room can reduce acoustical distortion and accurately 
      reproduce music. <br>
      <br>
      <a href="sample01.htm"><b>Sample One</b></a><br>
      <b>~177K Download</b><br>
      Artist: Warren Bernhardt<br>
      Label: DMP 468<br>
      Album: Heat of the Moment<br>
      Cut: Walkin' Up<br>
      Motif: Instrumental Piano<br>
      <br>
      <a href="sample02.htm"><b>Sample Two</b></a><br>
      <b>~177K Download</b><br>
      Artist: Lori Libermann<br>
      Label: PM 1005-2<br>
      Album: Home of Whispers<br>
      Cut: Roots and Wings<br>
      Motif: Vocals Folk<br>
      <br>
      <a href="sample03.htm"><b>Sample Three</b></a><br>
      <b>~177K Download</b><br>
      Artist: Baltimore Symphony Orchestra<br>
      Label: Telarc 80270<br>
      Album: Stravinsky The Firebird<br>
      Cut: Finale<br>
      Motif: Symphonic</font><br>
      <br>
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                <td valign="top" bgcolor="#000099"> <font face="Verdana, Charcoal, Sans-Serif" color="#FFFFFF" class="nav" size=1><b>Plug-In 
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                <td valign="top" bgcolor="#000099"> <font face="Verdana, Charcoal, Sans-Serif" color="#FFFFFF" class="nav" size=1><b>The 
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                <td align="left" bgcolor="#FFFFFF"> <font face="Verdana, Charcoal, Sans-Serif" color="#000000" size=1> 
                  <a href="sample01.htm"><b>Sample One</b></a><br>
                  <b>~177K Download</b><br>
                  Artist: Warren Bernhardt<br>
                  Label: DMP 468<br>
                  Album: Heat of the Moment<br>
                  Cut: Walkin' Up<br>
                  Motif: Instrumental Piano<br>
                  <br>
                  <a href="sample02.htm"><b>Sample Two</b></a><br>
                  <b>~177K Download</b><br>
                  Artist: Lori Libermann<br>
                  Label: PM 1005-2<br>
                  Album: Home of Whispers<br>
                  Cut: Roots and Wings<br>
                  Motif: Vocals Folk<br>
                  <br>
                  <a href="sample03.htm"><b>Sample Three</b></a><br>
                  <b>~177K Download</b><br>
                  Artist: Baltimore Symphony Orchestra<br>
                  Label: Telarc 80270<br>
                  Album: Stravinsky The Firebird<br>
                  Cut: Finale<br>
                  Motif: Symphonic<br>
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                  Learn More: <br>
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                  <a href="../news/library/HT_AcD.pdf"><b>Minimizing Acoustic 
                  Distortion in Home Theaters</b></a> <br>
                  <br>
                  122 Kb PDF </font> </td>
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