Virtual Acoustics for Heritage Spaces by Damian Murphy and Jude Brereton For a number of years, research at the AudioLab in the Department of Electronics, University of York has had a strong focus on the measurement, study and modelling of acoustic spaces. In particular this work has focused on heritage spaces – that is, buildings, either complete or otherwise, that demonstrate some feature of architectural, archaeological, historical or acoustic interest. Such examples to date range from Maes Howe passage tomb on Orkney, through to The Reactor Hall, the subterranean remains of Sweden’s nuclear energy research programme from the 1950s. Hence the term virtual acoustics refers to the computer based reconstruction of the acoustic stimulus created by listening to a particular sound placed within a particular building (either real or imaginary, complete or ruined). The desire is to immerse the listener within the recreated acoustic field such that they perceive it as a reality. Another common term used to describe this technique is auralization – defined as a parallel to the more commonly understood term, visualisation. This work has been based on developments in measuring the acoustic characteristics of concert halls and opera houses that have resulted in standardised methods of impulse response capture for a wide variety of auralization applications. The impulse response is a short, sharp sounding audio recording (like a handclap) and is essentially the acoustic fingerprint for a given space and uniquely defines its acoustic characteristics for a particular sound source and listener combination. From these measurements objective acoustic parameters (such as reverberation time) can be determined, and the impulse response is central to the creation of virtual experiences based on an acoustic representation of the space. This measurement process is an automated one-pass solution, designed to capture as much information as possible in as short a time frame. A typical measurement session will take about 3 hours, generally enabling three different source/listener combinations to be obtained. Unfortunately, it isn't always possible to obtain measurements for a particular space. Sometimes the space might be inaccessible, or it might not be practical (too much noise or too many people). Alternatively the space might not exist - it might only be an architect's concept design or a composer's ideal and specific performance space, or perhaps the space no longer exists in its original form, as is often the case with heritage sites. In such circumstances a virtual acoustic model must be developed. This has long been the practice in architectural design of acoustically critical spaces where it is possible to develop "walk through auralization" for clients, and these techniques are starting to gain acceptance in other application areas. Computer modelling can be used to construct a virtual representation of a site for a particular set of circumstances. Such 3D graphical Computer Aided Design (CAD) techniques have long been used in architectural and now archaeological practice, and such virtual 3D visual walk-throughs are commonly used in heritage site interactives or popular documentary style television shows. Once the 3D computer model has been constructed graphically (often making use of high resolution laser scanning of the site as shown in the example above) and used in an appropriate visualisation the data can also be used for auralization. There is some prior work in this area. Arup Acoustics are one of the leading advocates of virtual acoustics, auralization and virtual reality applications in their acoustic research, design and consultancy work with a network of dedicated auralization SoundLabs established at their offices around the world. The CAHRISMA project explored the acoustics of certain Mosques and Byzantine Churches, with a view to a better understanding of heritage sites from the context of acoustic design. It included a significant amount of acoustic modelling work, most (if not all) of which was completed using the leading commercially available ODEON geometrical acoustic modelling and auralization software. However the user must be aware of the limitations that such software imposes – there are many variables that have to be fine-tuned to arrive at something that might be considered an accurate or truthful representation of the space being studied. Hence novel wave-based approaches for accurate low-frequency modelling are often more appropriate and research in the AudioLab also focuses in this area through out own modelling and auralization system – RenderAIR. St Michael's Cathedral - 'Old' Coventry Cathedral York has had a long standing collaboration with The Dogrose Trust - "an innovative charity which works to make all environments accessible to people with visual and other sensory impairments [and] committed to the use of Universal and Inclusive Design and Communication and the Multi- Sensory design”. In 2004 we were asked to collaborate on a project they were leading that involved the development of a CD-based audio tour of St Michael's Cathedral, Coventry - or as it is known, 'Old' Coventry Cathedral - that was mostly destroyed in an air-raid on the night of 14th November 1940 during the Second World War. Only the original walls and spire of this medieval building now remain. The intended audience for the CD included those with visual impairments and so it was decided that the quality of the soundtrack was critical and this was to include a reconstruction of what the building would have sounded like at the height of its importance around 1500. The project included the recording of an appropriate narrative and choral plainchant for use as source material. ODEON was used to develop the acoustic model, and architect Peter Howell from the Trust did the hard work of interpreting appropriate plans and various sources to develop a reconstructed and simplified "stripped down" plan and section view that could be used as the basis for the virtual acoustic simulation. The wireframe model produced in ODEON is shown below (Left). As can be seen it is much simplified (e.g. no spire) from what the original building would have been like, but is sufficient for an acoustic simulation where much of the architectural detail (probably) has minimal influence on the final acoustic result given the size, shape and scale of the overall space. Peter also gave us guidelines on what materials would have been used on the walls and bounding surfaces to help us in our acoustic design work. The internal 3D view is also shown below (Right). Two sound sources were placed - the plainchant choir in the quire of the church (visible at the far end of the internal view) and the narrator positioned in the centre of the nave (the approximate viewpoint in the internal view). The listener/receiver was placed next to the narrator. A surround- sound (first-order ambsionic B-format) response was generated for the receiver position and from this a standard stereo response was derived. As an indication as to the acoustic properties of the virtual space, the reverberation time (as defined by ISO3382T30) was calculated with the results shown in the table below. It is of course impossible to say whether these results are correct given that the building no longer exists in its original form. Also, geometric acoustic techniques are well known to be unreliable in the low frequency (up to about 1kHz) region, but the general result was considered to be appropriate for the space given what was known about its design and how this was actually interpreted for the simulation. Soundfile examples are available here. By way of comparison, the results for York Minster (a much larger space), with the sound source placed directly under the centre of the Tower (or Crossing) with the listener placed 23.5m further down the centre of the Nave are as follows: Soundfile examples for York Minster are available here. Sound and the heritage experience Although the auralization of ‘Old’ Coventry Cathedral described above was produced as part of an audio-based tour, particularly with visually impaired people in mind, it is worth remembering that sound plays an essential part in everyone’s experience of heritage spaces. Very often visitors to heritage sites come with an underlying assumption that the best way to experience the site is during is in silence and contemplation. York Minster, for example, is often experienced by visitors in respectful quiet, but is at its best when filled with glorious sound. Visitors often come to the Museum Gardens today for a ‘bit of peace and quiet’ whereas throughout its history the site of the Abbey precinct was not always the peaceful haven it may be today. The use of digital technology to deliver visualisation and auralization of spaces is still in its infancy, and software and hardware possibilities are improving rapidly. For example, it is now possible to deliver user-appropriate audio-guides directly to the visitor’s own mobile phone. In an outdoor space the audio content can be delivered to the user automatically depending on the their actual location around a site through the use of GPS tracking technology, which is becoming increasingly more widespread in hand-held devices and mobile phones. York has an abundance of heritage spaces, churches, parks, factories, sites and landscapes. Some are well preserved, while others are ruined and many, whilst still extant, are used for purposes much different than those originally intended. This gives great scope for the use of state of the art audio- guides and the kinds of auralization techniques described here, since sound is key in enhancing the visitor experience whether to reconstruct the acoustic of a now ruined church building, capture the noise an industrial site in its heyday or to preserve the sound of today’s cherished spaces for future generations. Hence sound and in particular acoustic modelling has an important part to play in the interpretation, understanding and recreation of heritage spaces through the powerful, immersive and believable audio based virtual reality experiences they can create, especially when used in combination with high quality visual imagery.
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