How can I obtain the room impulse response for a single point receiver instead of the BRIR?
Select the unity HRTF (Head Related Transfer Function) in the auralisation setup – delete the text contents in the Headphone input box. The box turns red but you can ignore this warning in this case. This will produce a BRIR (Binaural Room Impulse Response) where both channels are equal, without any compensation for headphone reproduction. […]
When I increase the absorption coefficient in the ceiling, reverberation time gets longer.
When ceiling absorption is high while the walls remain reflective, a strong one- or two-dimensional horizontal sound field may develop. This can increase the risk of flutter echoes and produce a double-slope, or bent, decay curve with a comparatively long late reverberation time. The phenomenon may occur even in geometrically simple rooms because it is […]
Is SPL the same as Strength? I couldn’t find G in the Energy Parameters.
Since ODEON 16, G, Gearly, Glate (as defined in ISO 3382) and Lj are predefined parameters. In earlier versions of ODEON, there is no separate parameter for G; instead, SPL is used for this purpose. SPL effectively corresponds to G when: • One (and only one) omni-directional sound source is turned on, and• The overall […]
I get negative values of SPL in places where I would expect sound pressure to be noticeable.
Check that the active sources and the receivers are inside the room. You can use the 3D render for that purpose. Also use the 3D investigate ray tool to check that the active sources can send energy in the room.