A Virtual Car: Prediction of Sound and Vibration in an Interactive Simulation Environment
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1 A Virtual Car: Prediction of Sound and Vibration in an Interactive Simulation Environment Klaus Genuit HEAD acoustics GmbH Wade R. Bray HEAD acoustics, Inc. Copyright 2001 Society of Automotive Engineers, Inc. ABSTRACT Feeling and hearing the results of engineering decisions immediately via a "virtual car" - simultaneous engineering - can significantly shorten vehicle development time. Sound quality and discrete vibration at the driver s position may be predicted and "driven" before the first prototype is built. Although sound cannot yet be predicted in an unknown chassis, the sound and vibration behavior resulting from a new engine, never previously installed in a given vehicle, may be predicted, heard binaurally and felt in an interactive "drivable" simulation based on transfer path analysis. Such a simulation, which includes the binaural sound field and discrete vibration of steering wheel and seat, can also include wind and tire noise to determine if certain engine contributions in sound and vibration may be masked. The method involves use of two technologies in conjunction: binaural transfer path analysis (with vibration transfer path analysis) and a real-time interactive multichannel acoustic and vibration simulation system. From the transfer path data the simulation environment permits interactive control from throttle position, etc. of relevant vehicle behavior including load, gear ratios, and vehicle mass, providing a running acoustic and vibration simulation. The user can change chassis impedances and transfer path properties and immediately "drive" the resulting behavior. INTRODUCTION Binaural Transfer Path Analysis was developed to predict the interior noise of vehicles resulting from modifications at input signals of the engine or at individual transfer paths. The tool considers airborne noise contributions up to 12 khz and structure-borne contributions up to 2 khz. A clear distinction between these two principal origins is essential for investigation of vehicle interior noise. The approach presented enables the user not only to calculate resulting parameter data, but also to listen binaurally to the noise situation in an aurally-equivalent way. In consequence, it can be used to solve Sound Quality and Sound Design tasks in the automotive industry efficiently. The reduction of effort is ensured by combining transfer path measurements on vehicles and acoustical measurements of engines, with a simulation tool which can include interactive control. The simulation yields binaural sound samples for each transfer path under investigation, and for their combinations. The samples can be used in listening sessions to allow the subjective judgement of the effect of modifications on perceived sound patterns. The simulation results and, if desired, other vehicle data, may be brought into an interactive, driveable multichannel acoustic and vibration simulation environment. Masking effects due to other causes, such as wind and road noise, may thereby be realistically assessed under virtual operating conditions. All measurements at the vehicle are carried out without necessity to remove the engine or other components that influence the structural behavior. Within the scope of the presented research project, designated AQUSTA (Improvement of the Structural Acoustic Quality of Transportation Vehicles Using Simulation Techniques of Binaural Analysis) [1], [2], [3], [4], several approaches have been developed, tried and tested towards achieving the binaural simulation of noise created in the interior of a vehicle by wind and engine. Combining binaural transfer path analysis and synthesis with a sound car a vehicle buck serving as a vibroacoustic
2 reproduction tool is an important step toward the virtual car. MODEL DESCRIPTION The complete binaural acoustic response recorded in a vehicle with an artificial head representing the driver s head, is mathematically definable as the sum of several mechanical and acoustical sources propagating waves which impinge upon the head. The objective of the hybrid model was to include representation of equivalent mechanical and acoustical forces, as well as structure-borne and airborne transfer paths. Powertrain application This model for prediction of interior sound with respect to the engine is based on the vibration signals (triaxial) at the engine side, and several (4 or more) microphone signals close to the different surfaces of the engine. The vibrations are transmitted through the engine mounts into the chassis. Depending upon on the engine stiffness and chassis inertance, the force can be calculated which is transmitted into the chassis and creates the structure-borne related sound. Complex superposition with the airborne transmitted sound produces the total sound simulation inside of the vehicle with respect to the engine. Structure-borne transfer paths For determination of the structure-borne transfer paths a new method was developed which enables the user to measure the effective relevant structure-borne transfer characteristic in a fully-assembled situation. That means it is not necessary to disconnect the engine from the car, so this new method is very time- and costsaving. The effective relevant transfer characteristic of the engine mounts is based on a measurement of the triaxial acceleration measurements at engine and chassis sides, and is calculated in combination with the inertance of the chassis. The aim of the methodology is a prediction of changes in vehicle interior sound when transfer paths or acoustic and vibrational characteristics of the engine (including intake and exhaust system) are modified. Application is desired both for the reduction of annoying noise contributions and for the realization (design) of particular sound characteristics (e.g. sporty, sedan, etc.). This may also include determination of the effectiveness of measures with respect to interior acoustics. A suitable process should allow the determination of qualitative differences in the acoustic situation. For practical reasons it is required to carry out all measurements on a complete vehicle. For simulation purposes the data are combined with those of measurements at engine test rigs using standard microphone and accelerometer configurations. Based on these aims, a methodology was developed that includes the following steps: 1. Determination of mounts transfer characteristics. 2. Measurement of structure-borne noise transfer paths from (engine) mounts to driver ears. 3. Measurements of car-body impedances at (engine) mount locations. 4. Measurements of airborne noise transfer paths from engine compartment (and exhaust system) to driver ears. 5. Measurement of binaural acoustic and vibration situations at driver/passenger seat(s) during operation, using baseline configuration. 6. Adaptation of the vibration and microphone signals measured at the engine running on a test rig, into the engine compartment of a car. In the following, procedural details are described: During all measurements the engine remains installed in the vehicle. Although this presents some particular difficulties with respect to (structure) excitation, it confers important advantages: Structural characteristics are for the complete system (no influence by absence of engine that can only be replaced partly by additional weights with respect to structural behavior); no influence on structural characteristics by removing and reinstalling the engine; less time is required. Triaxial impact excitation is done at all engine mounts on car-body side; additional excitation is
3 presented at mounts of the exhaust system. In parallel, triaxial accelerations at all mount locations (a j ) and the sound pressure level at the artificial head (SPL l,r ) are measured timesynchronously. Based on these data, transfer functions can be calculated up to 2 khz. Samples of such transfer functions are shown in Fig. 1. The acquisition of accelerations at the location of impact excitation allows the additional determination of input car-body inertance. The corresponding measurements require experience in order to obtain reliable results. ( H ) pk l,r k = SPL = SPL l,r k configuration (Fig. 1) is used, and the artificial head is positioned in the interior of the vehicle. The measurements are repeated for several locations in the engine compartment. From them, the average transfer functions from each microphone to the artificial head are found. The following binaural acoustic measurements at several operational conditions (i.e. run-up at full and/or partial load) comprise the acquisition of base line interior vehicle sound. Additionally, they allow determination of mounts transfer characteristics up to 2 khz provided that the following prerequisites are valid: mounts stiffnesses are low; stiffness of car-body is high; the system can be seen as a minimalphase one; dynamic characteristics are considered as linear in the frequency range of interest for acoustical purposes. In this case both the amplitude of the dynamic behavior and the stiffnesses can be calculated based on the measurement data of accelerations on the engine side and on the body side, and also on the impedances of the car body. The corresponding phase values are determined by using the HILBERT transform. In a further step the binaural simulation of the baseline situation may be used for verification. The procedure is shown in Fig. 2 for the simulation of engine noise. Fig. 1: Measurement of airborne noise transfer paths For measurements of airborne noise transfer paths a special reference sound source is used that achieves high levels at low frequencies and is dimensionally small. Airborne excitation is done in the engine compartment (and at particular exhaust system positions) with a suitable signal up to 12 khz. A microphone arrangement similar to the engine test rig
4 virtual world if he/she receives plausible feedback to his/her actions. The most important feedback components are inertial, visual and acoustic including vibrations. Normally a mixed reality scenario is implemented: A real passenger compartment with real control instruments is combined with a simulation of inertial, visual, acoustical and vibrational feedback. For the present discussion the inertial aspect is not involved and will not be covered. For simulation of the driving situation the following sound components must be taken into consideration [5]: Engine sound, dependent on engine type, speed and load. Tire sound, dependent on tire type, speed and road conditions. Wind noise, dependent on speed. Sounds produced by other dynamically moving objects, especially other vehicles. (dependent on vehicle speed and orientation). Background sounds, including interior and exterior sources. Commands to the driver. Fig. 2: Binaural Simulation The triaxial accelerations at all engine mounts on engine side are combined with mount transfer characteristics, car-body inertance and structure-borne transfer paths to comprise the interior noise caused by structure-borne excitation. In parallel, the measured acoustic data at the engine are combined with the airborne transfer paths. In this context it must be considered that in any case the interior sound is independent of the number of measuring microphones. Therefore, the mixture of a single airborne noise signal into a summarized overall signal requires a correction factor dependent on coherence. This factor is applied to the binaural simulation (K4), and is frequency-dependent. CONCEPT OF A SOUND SIMULATION SYSTEM The virtual vehicle is doubtless one of the most interesting applications of virtual environment technologies. The driver feels immersed in the Depending on requirements, certain simplifications may be made concerning generation of the different sound components. If the system is to achieve an auditory impression very close to that perceived in a specific real vehicle, many specific acoustic and vibration recordings or simulations from transfer path measurements of that vehicle must be stored in a local database. If a good impression is sufficient, more general sounds may be used instead. In both cases synthesized sounds may be included. For sound design applications, additional tools for interactive manipulation of sound components are required. Engine sound is complex and depends on the actual status of the engine described by engine speed (rpm) and load. Instead of waveform synthesis [3], playback of an engine sound consisting of a series of subsequently-presented short recordings representing a specific rpm/load situation is preferred. For a sufficient database representation, sounds of about 200 rpm classes and 10 load conditions must be stored for each engine type to be simulated. During simulation the recording whose parameters are closest to the required ones is accessed and played. For constant conditions a
5 randomized playback of different sequences belonging to the same rpm/load class avoids the impression of periodicity. Sounds generated by this approach are comparable to sounds recorded in the original conditions; deviations are below 3 db. BINAURAL SIMULATION DATA MANAGEMENT For stationary sound sources the interior car sounds are binaurally recorded using an artificial head or a binaural microphone worn by a subject, and stored in a sound database. During simulation, sound segments are recalled from the database according to the current driving conditions defined by engine rpm, load and vehicle speed. Each selection of a new segment is optimized with regard to a smooth transition. Databases of binaural recordings may be used for virtual sound sources which remain in the same position with respect to the driver at all times. Thus, this principle is applicable to engine, wind, tire and background sounds. All moving virtual sounds must be generated by binaural synthesis from monophonic sources, i.e. by convolution of the monophonic input sound with head-related impulse responses (HRIR) that include all information about the direct sound path from a sound source at a certain position to both ears. HRIR sets consist of HRIRs for several directions, normally all the directions required for the simulation. They must provide sufficient spatial resolution to achieve smooth movement without audible steps. In order to be compatible to the binaural recordings described above, the HRIR of an artificial head or of a human subject will be used. To move a sound pattern in the virtual space, the signal must be processed by following steps: Simulation of the directivity of the sound source. Simulation of Doppler shift (where applicable) Convolution with left and right HRIR according to the direction of the direct sound, and in addition if required also for reflections from trees, houses, walls etc. If required, reverberation is added to the binaural signal. Binaural playback. Since position and speed of dynamic objects always change, the system parameters (sound direction, delay, Doppler shift, etc.) must be adapted in real time. For practical application, 20 updates per second may be regarded as sufficient. SOUND DESIGN TOOLS For sound design applications, the following tools can be realized online during simulation: Changing the complete sound scenario intuitively, by driving virtually. A/B comparison between different engines, from measurements inside passenger cabins. A/B comparison between wind and tire noises. Online filtering of those three sound components. Recalculation of a binaural transfer path synthesis model as described above. Binaural Simulation of interior car sound from different engines measured on a test rig, using data of binaural transfer path analysis. For this application a correction function must be applied to the test rig data, considering the structure-borne coupling of the engine at the test rig and the room acoustics of the engine compartment. The major difference to well-known laboratory sound design tools is that all sound perception effects are perceived within a realistic environment, namely driving a virtual vehicle, and all signals have the correct context for the function of human spatial hearing and soundevent recognition. REPRODUCTION OF SOUND AND VIBRATION IN A CAR CABIN As mentioned above, binaural technology is based on the idea of reproduction of the ear signals in order to reproduce the complete hearing sensation as described in [6]. This idea implies the use of headphones since only headphone reproduction ensures that no cross talk occurs between the channels of the binaural signal due to the reproduction system, i.e. the right ear receives only the signal recorded in the right ear and the left ear only that recorded in the left ear.
6 Sometimes, for example in driving simulation, headphone reproduction is not desirable in achieving a virtual situation in which all aspects are close to reality. In that case loudspeaker reproduction is required. Two-loudspeaker arrangement Loudspeaker reproduction using crosstalkcanceling techniques has often been described, based on [7]. Under ideal conditions (anechoic chamber, exact positioning of the listener, correct equalization) it is possible to achieve the same (or better) reproduction quality for binaural signals compared to headphones. The disadvantage is that these environmental conditions cannot be easily realized in car cabins. Four-loudspeaker arrangement As an alternative a 4-loudspeaker arrangement has been developed, first for rectangular listening studios [8], later adapted to car cabins. The principle of this reproduction technique is very simple: The left speakers are fed by the left channel of the binaural signal, the right speakers by the right channel of the signal, typically adjusting the same levels for front and rear loudspeakers. Each loudspeaker is separately equalized for correct timbre of the overall sound, and delays resulting from different distances to the listener are compensated. The major advantages of such of reproduction are that small movements of the listener s head do not disturb the acoustical image, the sound sources stay virtually stable in place, and no discoloration of the sound is perceived. It is not necessary to adjust the arrangement for listeners with different body sizes or seat positions. Localization tests [8] showed that similar localization accuracy is achievable by a 4-loudspeaker arrangement as with headphone reproduction. In addition, the localization in reverberant rooms improves compared to the anechoic situation. Additional experiments in a car cabin showed a reasonable spatialization capability [9]. Due to the problematic acoustics in a car cabin the localization accuracy is slightly reduced in comparison with headphone reproduction. Fig. 3 shows a typical application in a car cabin. For sound reproduction the installed audio system loudspeakers may frequently be used. A more realistic simulation is achieved when airborne sound down to 20 Hz is generated by a high quality subwoofer system. Including Vibration Simulation Realism of virtual environments is significantly enhanced by including feedback channels not addressing not just the ears, but the whole body: very low frequency airborne sound as well as structural vibration. For that purpose the binaural technology described above must be extended. For recording, multi-channel measurement systems allow the simultaneous recording of acoustic and vibration data. As a simplification for some applications (e.g. driving simulation for training purposes) it is sufficient to generate cue vibration components directly from the binaural recording by lowpass filtering and equalization. For playback, suitable playback arrangements must be found. The vibrational situation in a passenger compartment is divisible into two main categories: Excitation through operational devices, i.e. engine, transmission system, wheels and suspension system. A typical example is the second order of a 4- cylinder engine. Vibrational contribution of comfort features, such as power windows, electric sunroof, power seats and electrically-movable mirrors. Their electrical devices primarily cause low frequency noise contributions ( booming ) and vibration. At present there is no detailed research on the dependencies between vibrational and acoustic perception. Experience when dealing with complaints in vehicles has shown that it is usually sufficient to consider the vibration at the passenger s seat and the rotational vibration at the steering wheel, as a first approach. These vibrations represent the major part of influences relevant for judgement. For particular devices - for example power windows - the excitation of other points at the car body may be considered. Introductory research tests within the European research project OBELICS (BRPR CT ) have shown that the use of combined vibroacoustic playback systems leads to more reliable judgement of sound characteristics and sound quality. Based on this, a suitable vibroacoustic playback system may consist of airborne sound via head phone(s) or loudspeakers, low frequency sound ( Hz) via subwoofer(s), and vibrations of steering wheel and seat via excitation devices [10]. The setup of such a system is shown in Fig. 3.
7 Controller 3D sound simulation system Vibration excitation M Vibration excitation Control instruments Subwoofer Noise Shares in the Interior of Vehicles, InterNoise 97, , Budapest, Hungary [2] Synthesis Report AQUSTA: Improvement of the structural Acoustic Quality of transportation vehicles Using Simulation Techniques of binaural Analysis, December 1992 [3] K. Genuit, J. Poggenburg, The Design of Vehicle Interior Noise Using Binaural Transfer Path Analysis, SAE 99, , Traverse City, USA [4] K. Genuit, Application of Binaural Transfer Path Analysis to Sound Quality Tasks, European Conference on Vehicle Noise and Vibration 2000, , IMeche 2000, London, UK, pp [5] W. Krebber, H.W. Gierlich, Acoustical feedback system for virtual vehicles, ATA 1997, , Florence, Nr. 97A1045 [6] J. Blauert, Spatial Hearing, MIT Press, Cambridge, MA, Fig. 3: Arrangement for sound and vibration reproduction in a car cabin CONCLUSIONS For a realistic classification of the vibroacoustic comfort of a vehicle, the combination of Binaural Transfer Path Analysis and a Sound Car comprise a helpful tool. The advantages are: Consideration of sound and vibration. Prediction of the different contributions of multiple sources in a calibrated manner. Sounds presented are binaural for accurate human spatial hearing and sound-event evaluation. [7] P. Damaske, V. Mellert, Ein Verfahren zur richtungstreuen Schallabbildung des oberen Halbraumes über zwei Lautsprechern, Acustica 22, 1969, pp [8] K. Genuit, H.W. Gierlich, U. Künzli, Improved Possibilities of Binaural Recording and Playback Techniques, 92 nd Convention of AES Vienna, 1992, , Preprint [9] W. Krebber, H.W. Gierlich, Auditory displays using loudspeaker reproduction, Joint meeting EAA/ASA Berlin [10] K. Genuit, J. Poggenburg, The influence of vibrations on the subjective judgement of vehicle interior noise. Noise-con 98, Ypsilanti, MI, USA. Interaction with engineering data under virtual driving conditions permits immediate well-informed validation of engineering operations. REFERENCES [1] K. Genuit, X. Bohineust, M. Rehfeld, Binaural Hybrid Model for Simulation of
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