| Diffusion
Diffusion is a very misunderstood concept
in the audio field. What exactly is diffusion?
According to Webster, there are several
definitions which relate to various fields.
Let’s take a look at the generic definition
and one more audio related.
Diffusion: The movement of a substance
from an area of high concentration to an
area of low concentration.
Diffusion: In audio, the scattering of
sound waves, reducing the sense of localization.
Those 2 definitions may seem to be very
different but they really aren’t.
If we think of a series of sound waves bouncing
off of a wall, they’re concentrated
and moving in the same direction at the
same time. The reflections off of the wall
will come back to the listener at approximately
the same time and from approximately the
same direction. The ‘concentration’
is still in tact in the spatial and time
domains.
Now, if we introduce a diffuser onto that
flat surface and we generate the same sound
waves, what happens? Most people would say
that we are scattering the sound in other
directions rather than in the directly reflected
path. This is true, but is not the whole
story. A good diffuser not only changes
the reflections to propagate in different
directions, but does so EVENLY in all directions.
Just splitting a wave to go into 2 directions
doesn’t do enough. We’ve effectively
changed the concentration of the waves in
a certain portion of the room. We’ve
also effectively taken the intensity of
the initial wavefront and split it among
the various reflections so that each one
is not only coming from a different direction,
but each is also weaker and harder to distinguish
but we’ve lost no energy in the process.
A proper diffuser also impacts the time
domain. If we have the same wave and it
gets reflected into multiple directions
evenly, the length of the path the various
waves must take to reach the listener also
changes. In the world of sound, distance
is time. For ease, we can say that 1 foot
equals approximately 1ms of time. So, if
we’ve changed the path into say 8
different paths (in reality, there are many
paths but we’ll look at 8 just for
ease of understanding), each one ideally
with have a different path, which means
that they’ll arrive at 8 different
times. Again, we’re diluting the concentration
of sound but this time in the time domain
instead of spatially. In addition, these
different path lengths cause differences
in the number of reflections and the amount
of air the wave passes through which will
cause each reflection to have a different
intensity (more dilution in yet another
domain – intensity).
So, now we have 8 reflections that have
been changed and are all different in 3
domains – time, direction, and intensity.
This makes it much more difficult for our
ears and brain to determine exactly where
the sound is coming from. This fits perfectly
the definition of a lack of localization.
The net result of this is that we trick
our brain into thinking the room is larger
that what it is and yielding a more spacious
sound.
There are a great may myths about ‘home
brew’ ways to provide diffusion. Most
do not work at all and many work poorly
or only over a very narrow range of frequencies.
Let’s take a look at one – a
bookcase with books set at randomly varying
depths.
First of all, books, if anything will be
more absorbtive than reflective at all but
the highest frequencies. Second, random
depths do not generate random reflections
over a predictable and controllable area.
The width, height, spacing, and pattern
of the wells of a diffuser are carefully
calculated to make sure they generate a
smooth and even scattering of the waves
over optimally a 180 degree angle. Third,
without the careful calculated spacing,
we can cause frequency related aberrations
due to constructive and destructive wave
interactions from various reflections. We’re
in effect getting very little of the benefit
of a diffuser while causing more issues
in the frequency response.
Another myth is using CD/DVD cases or LPs
in the same sort of random manner. In addition
to the issues presented above, the cases
themselves are so narrow that the frequencies
that would be affected would be only in
the highest ranges. Again, the width, depth,
and pattern of the wells and peaks of a
diffuser not only generate the proper diffuse
pattern, but also determine the frequency
range over which a diffuser is effective.
Frequently Asked Questions:
Q: Is it true that I have
to sit far away from diffusion to make it
work?
A: Well, yes and no actually.
You need a certain amount of distance between
the listening position and the diffuser
to allow it to do its job. The closer you
sit, the less chance the waves have to move
farther from you and the less difference
there is in the timing that they reach your
ears. They’ll still have some effect
but not as much.
Q: Is it true that you
need to have a large room for diffusion
to be effective?
A: Again, yes and no (seeing
a pattern here? Every room is different).
Normally, in a smaller space, one needs
proportionately more absorption for bass
control than in a larger room. This leaves
less space for diffusion – not to
mention the issues raised in the first question.
However, diffusion can still be effective
up high in the room to assist in killing
slap echo and controlling the ‘zing’
in a room – especially a tracking
room.
Q: What is the best place
for diffusors?
A: This really depends
on the situation and what you’re using
the room for. Diffusion can be used up high
in a room to kill slap echo, in the rear
of the room along the side walls, in place
of absorption on the ceiling, etc. The most
common place to see diffusion in a studio
environment is on the rear wall. However,
many times, you’ll benefit more from
absorption there to kill a strong bass null
off the back wall.
Q: How would these help
in a live tracking room?
A: In a live room, we want
it to be as the name implies, relatively
live. But, we still need to get it under
control in terms of decay times. We also
want to get that ‘big’ sound.
Diffusion can help to eliminate echo and
produce a nice large sound without killing
too much of the livliness. It does so by
spreading the sound, causing it to move
through more air and bounce off more surfaces
which decreases the intensity of the sound.
For decay time control, diffusion is normally
used in conjunction with broadband absorbtion. |