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Dry Speech
00:00 / 00:40
Dry Praise Band
00:00 / 00:16
Dry Choir
00:00 / 00:23
Resurrection_Fleck_06.jpg

Reverb Time Simulator

Instructions:

  1. Prior to listening to any of the simulations below, listen to the three audio samples without any reverberation.

  2. Simply click on each Project Name to drop down the content of the simulator.

  3. Each example provides an audio file for speech, praise band and choir before and after treatment. The best way to use the simulator is to listen to the untreated sound and compare to the treated simulation.

  4. It is important to maintain consistency when using this simulator. Do not adjust the volume as you listen and compare the audio samples of the various reverberation simulations.

Welcome to Haverstick Designs’ Reverberation Time Simulator! The simulations below are all past Haverstick Designs projects and were created using data taken either from on site testing or from our accurate models. Now you can actually hear the difference that acoustical treatment can make in various rooms.

This simulation is available to any client working with Haverstick Designs as it allows clients to hear how our recommendations will affect their space prior to purchasing and installing acoustical treatment. Please contact Haverstick Designs with any questions about this simulation or to start a project of your own.

FAQ

  • The simple definition of reverberation is the persistence of sound after a sound is produced. Specifically, it is the time it takes for sound to decay by 60 decibels (dB). Reverberation occurs when sound waves are reflected off of surfaces in a room, often reflecting multiple times. Reverberation can reduce speech intelligibility, especially when other noise is also present.

  • This simulation is now available to any client working with Haverstick Designs as it allows clients to hear how treatment will affect the space prior to its purchase or installment. Please contact Haverstick Designs with any questions about this simulation or to start a project of your own!

  • Acoustics is not affected by the room volume alone. The surface materials of the walls, floors, ceilings, and other large objects in the room can all affect the response of a room. Two rooms of the exact same size can produce two completely different acoustical responses and they will need to be treated differently as a result. Even if these surface materials are also the same, other acoustical issues may persist due to other factors. Haverstick Designs works with each client individually and tailors the treatment to best suit the needs of each room.

  • There are many different acoustical issues that can exist in a space. Several examples include flutter echo, slapback, focusing, sound isolation, and frequency imbalance. Our blog also discusses the five most common acoustical issues in Houses of Worship.

  • We recommend using decent quality speakers or headphones (preferably not simply your laptop/phone speakers) as low frequencies will not be replicated well in low-quality sound systems, and low frequencies are the most difficult to isolate.

  • Set the volume based on the, “No Partition” file. Turn volume up until it is loud enough that it is slightly uncomfortable, and do not adjust the volume as you compare to the other walls.

  • These simulations were created using the FabFilter Pro-R reverb plugin. This plugin was used on the WaveLab software by Steinberg. Frequency-based reverberation times from real Haverstick Designs projects were inserted into the plugin in make the simulation.

  • The speech audio sample was recorded by John Spicer of Broken Soul Audio. The Praise Band music clip is a snippet of the song, “Friend,” by TwoEight recorded at Mercy Road Church. The Choir music clip is a recording of Purdue University Heart & Soul gospel choir’s specialty group, Soul Sisters, performing "Clear Blue Morning."

  • All materials react differently across the frequency spectrum. For example, softer materials like drapes will absorb higher frequencies but won’t noticeably alter lower frequencies. Treating all frequencies the same does not reflect what actually occurs in a real room. By simulating the reverberation times based on all materials in the room at the different octave band frequencies, a much more realistic sample can be achieved.

  • Each audio sample lists the reverberation time of the sample at 500 Hz. This time does not reflect the reverberation time across the whole frequency spectrum.

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