Impulse Response Utility
Impulse Response Utility
Impulse Response Utility
For OS X
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Contents
3
Impulse Response Utility
1
Impulse Response Utility overview
Impulse Response Utility is a multi-track audio recording and deconvolution application. It
enables you to create your own impulse response files for the Space Designer convolution-
based reverb effect. For information about Space Designer, see Logic Pro Effects. Although Space
Designer comes with plenty of great sounding halls, delays, and other reverbs, you might want to
create an impulse response of your own studio, kitchen, bathroom, or even teapot.
You are not limited to creating impulse responses from rooms and spaces. You can make an
impulse response from any device that you can play a broadband sine sweep into and record the
results. Two examples are guitar speaker cabinets and hardware processing devices, such as tube
equalizers and reverb effects units.
Impulse Response Utility provides all tools needed to create an impulse response, such as a
flexible sweep generator, powerful editing facilities, and one-click creation of Space Designer
settings. All you need is your Mac, Impulse Response Utility, and an audio interface that is
connected to speakers and microphones.
All parameters and functions that you need to create impulse responses are contained in a
single window.
Hardware I/O
Assignment area
Editing area
Inputs/Track section
4
Impulse Response Utility is divided into four areas:
Hardware I/O Assignment area: Contains pop-up menus that enable choice of the audio input
and output device. See Set up audio I/O and monitoring.
Monitor and Sweep Generator section: Contains monitoring and sine sweep generation
parameters, plus buttons to deconvolve your audio tracks into an impulse response and to
audition your IR. See Sweep Generator.
Inputs/Track section: Lists all audio tracks used for your impulse response recordings. See Audio
track parameters.
Editing area: Displays the audio information of the currently selected audio track. See Edit your
impulse response.
There are two practical approaches to impulse response recording: the transients method and
the sine sweep method.
Transients method
The transients method involves the recording of an impulse in a space, using a device such
as a starter pistol. The gunshot is the impulse, and the audio file you record captures both the
impulse (the gunshot) and the room response.
The advantage of this method is that the recorded audio file can be used in Space Designer
without any further processing. You can use Impulse Response Utility to record your starter
pistol impulses and then combine them into a Space Designer Impulse Response (.sdir) file and a
Space Designer setting file.
The disadvantage of this method is that it is difficult to make a perfect, undistorted recording of
a starter pistol shot. This is due to the extremely loud nature of the initial transient of the shot. A
further issue is that starter pistol shots contain very little high or bass frequency information
which, in turn, limits the usable frequency range of the convolved reverb.
The recorded sine sweep audio file cannot directly be used as an impulse response. The recorded
file contains all the echoes and reflectionsin other words, the responseof the space,
stretched out over the length of the sine sweep. This is very different from the starter pistol
approach, where the response is contained at the beginning of the file in an impulse.
When you use a sine sweep, Impulse Response Utility uses a process called deconvolution to
time align and level align all recorded reflections that are present over the entire recorded
sine sweepinto the very beginning of the file. This results in an impulse response that Space
Designer can use to combine, or convolve, with your audio signal. Impulse Response Utility can
then generate an .sdir setting from the impulse response.
The impulse response of a space is never only the spaces impulse response. The recorded
impulse response is always the response of the complete systemevery piece of equipment you
use in the recording process. This includes, in signal-flow order: the digital-to-analog converter,
the amplifier and speakers (or powered speakers), the room characteristics, the microphones, and
finally the microphone pre-amp and analog-to-digital converter. Of these elements, the choices
of microphones and speakers are the most critical.
There are no rules as to which brand or make of microphone or speaker will result in the
best impulse response. A general guideline is to use speakers and microphones with a flat
responsethe speakers and microphones should offer a very even signal at all frequencies. Tube
microphones, which are generally valued for the tonal color that they add to the signal, may
not be appropriate for recording impulse responses. In general, microphones that work well for
recording ambience are good candidates.
Note:In many cases, it is sufficient to record one speaker position (but all microphone positions
required by the chosen impulse response format) and create a Mono to Omni discrete impulse
response. This results in a less CPU-intensive impulse response in the required format. See Record
a five channel mono to omni impulse responseon page18.
You will also ideally have one or more microphones to record the resulting audio from each
speaker (or your starter pistol) combined with its echo reflections. The number of microphones
you will need depends on the chosen impulse response format. For example, if you are recording
a six channel surround impulse response, there are six microphone positions, so ideally you will
have six microphones. If you are recording a six channel B-Format encoded impulse response
where only one microphone position and four tracks are requiredyou will need fewer
microphones. See B-Format surround encoding overviewon page25 for more information.
The final element in a perfect recording setup is an audio interface that provides enough
outputs to send a broadband audio sine sweep into each speaker if you are using sine sweeps
and enough inputs to record the resulting audio from each position.
6
Note:You may also need additional microphone pre-amplifiers if your microphones cannot
capture a sufficient signal level or your audio interface does not provide enough mic
pre-amp inputs.
Example of speakers and microphones set up to capture a 5.1 multi-channel impulse response
C
L R
Ls Rs
Surround Audio interface
microphone
tree Computer
This method of creating impulse responses is time-consuming, and not having all speakers
required for the format makes optimal monitor placementrelative to each otherdifficult.
With time and careful planning, however, you can still achieve the same results as would be
possible with an ideal complement of speakers.
You can also create multi-channel impulse responses in Impulse Response Utility through use
of the Mono to Omni Discrete impulse response format. This requires you to record one speaker
with the number of channel microphones required for the chosen format. The resulting impulse
response places a lower strain on your CPU. See Record a five channel mono to omni impulse
responseon page18.
If you have enough monitors but not enough microphones, you can set up the required
speakers and move your available microphones between them. This makes optimal microphone
placementrelative to other microphonesdifficult, but you have the advantage of optimal
speaker placement.
If your audio interface does not have the required number of inputs and outputs for the speakers
and microphones you are using, you can still set up all mics and speakers. As you record different
tracks in Impulse Response Utility, you will need to disconnect and reconnect the speakers and
microphones in turn.
There are no hard rules for recording and so you should experiment with different mic and
speaker positions and try a variety of microphones and techniques. There are, however, some
guidelines that may help when you make your initial recordings.
In environments with hard floors, made from materials such as concrete, you may find that
a chirp is recorded at the beginning of your impulse response. This sound is actually the
generated sine sweep resonating through the floor into the microphone stand, then into the
microphone itself. The speed of sound through floors and concrete is much faster than through
air, resulting in a pre-impulse response that starts before the impulse response you want to
record. To circumvent this potential problem, you can use studio drum pedestals and specialized
microphone mounts that have strong acoustic absorbers built into them. If you cannot transport
drum pedestals or do not have access to microphone mounts, try a thick carpet under the
speakers and microphone stands.
There are some specific approaches outlined in the sections referred to below that you might
want to try when creating impulse responses. These contain suggestions only; there are no
rules regarding how far the speakers need to be placed away from the microphone array, the
best angles, ideal distances between speakers and microphones, and so on. You may want to
try a number of different techniques and placements to find the ideal arrangement. See Virtual
listener approach, Auralization approach, and Virtual echo chamber approach.
The resulting impulse response should sound like your audio is being played back from the
various speaker locations in the space. This method does not require multiple microphones; a
single microphone can be turned toward each speaker in turn, and different audio recordings
can be made from the same location. The image illustrates the virtual listener approach to
setting up five speakers for a five channel surround impulse response, with one microphone
placed centrally in the space.
C
L R
Ls Surround Rs
microphone
tree
This method can create the impression of the audio signal being completely immersed in the
simulated space.
L R
Stage
Audience
To capture a surround impulse response that represents being in the audience of a space, set up
two speakers in the performers position as above, but place a surround array of microphones
around the room. This can create a realistic feeling (and effect) of being in the audience when
the performance is coming from in front of you. This can also help to create a surround-like effect
from a live stereo recording.
L R
The resulting impulse response allows you to mix the reverb into the dry signal, without any
phase cancelation issues caused by early reflections or direct signals. This approach works well
if you want to keep your signal mostly dry, without any alteration or coloration from the reverb,
but still want to add a high-fidelity reverb tail to your audio.
You can also use this method for surround or multi-channel reverbs. The main concept
to remember is that the speakers should be pointing at the wall to eliminate direct paths
between microphones and speakers. The illustration below offers a possible layout for a five
channel reverb chamber. The loudspeakers, placed in a circle, are directed at the walls, and the
microphone array is placed in the center of the circle.
C
L R
Ls Rs
Surround
microphone
tree
Record audio
Use Impulse Response Utility to record the audio tracks needed for your impulse response. See
Audio track parameters and Record audio in Impulse Response Utility.
12
Create an Impulse Response Utility project
When you first open Impulse Response Utility, the New Impulse Response Project dialog appears.
This is the first step in creating a new impulse response project. You can also create a new
impulse response project by choosing File > New Project (or pressing Command-N).
Impulse Response Utility offers formats ranging from conventional stereo impulse responses,
true stereo (where each channel is processed discretely), quadraphonic formats, or five, six, or
seven channel surround formats. These latter formats can be in either traditional multi-track or
B-Format encoding. See B-Format surround encoding overviewon page25 for more information.
You can also create multi-channel impulse responses in Impulse Response Utility by using the
Mono to Omni Discrete impulse response format. This only requires the recording of one speaker
by as many channel microphones as needed (for the chosen format). The resulting impulse
response places a lower strain on your CPU. See Record audio in Impulse Response Utilityon
page17.
The audio input selection determines the audio device used to record audio tracks. The audio
output selection determines the audio device used to monitor the recorded signal and to play
back the generated sine sweep.
Once you have recorded sine sweep tracks in Impulse Response Utility, you can monitor them
through a stereo output of your choice. The monitor controls determine the monitor channel
and level. You can also mute the monitor section.
Note:Although the Hardware I/O Assignment area also displays the current sample rate, you
cannot change the sample rate of your impulse response project in Impulse Response Utility.
If you want to record your audio tracks at a different sample rate, you need to change it in the
Audio MIDI Setup utility or in the software for your audio interface (if applicable). Consult the
documentation for your audio interface if you are unsure.
Important:To avoid audio feedback when recording, be sure to mute the monitor output.
Track parameters
Speaker Position pop-up menu: Choose the speaker position label for the selected track. Both
Impulse Response Utility and Space Designer use these labels to identify and process the
audio files that comprise a multi-channel stereo or surround impulse response. Impulse
Response Utility automatically sets the speaker position label for each track, but you can
change these labels to any other position available in the current impulse response format.
Test Tone pop-up menu: Choose a test tone frequency for the sustained (non-sweeping) sine
wave tone generator. Use this test tone to ensure that your hardware output channel is
connected properly and that your speakers can reproduce the selected sine wave frequency.
On checkbox: Click to hear the test tone.
Sweep Level field: Drag vertically to set the level of the test tone.
Sweep Length pop-up menu: Choose one of three sweep durations. Ideally, you want your sine
wave to be short because this can avoid recording artifacts caused by air motion, rattling of
interiors, and other ambient noise. Unfortunately, short sweeps may not yield adequate signal-
to-noise ratios in some recording situations. If the results you attain from recording with a
10-second sweep are not suitable, try the 50-second sweep.
10s: A 10-second sine sweep
50s: A 50-second sine sweep
Off: No sine wave sweep. Choose this setting if you are recording a starter pistol impulse.
Reverb Time field: Drag to set the maximum recording time for each track. To accurately capture
the acoustic properties of a space, you should set a value that is long enough to capture the
decay phase of all reverberations and echoes.
Note:If you are using the Sweep Generator, the reverb time starts when the sine sweep ends.
If you have set the Sweep Length parameter to Off to record a starter pistol impulse response,
the Reverb Time parameter determines the entire length of the recording.
Preroll checkbox: Click to make sure that no operator noise, such as typing, adjusting
microphones, and so on, is recorded. The pre-roll length is determined by the value set with
the Reverb Time parameter.
Impulse Response Utility records into your computers RAM, not to your hard disk. This means
that nothing you have recorded is saved until you save your project. For your convenience,
Impulse Response Utility automatically saves your project to disk after every recording. If you
have not saved your project, the Save dialog appears, allowing you to name your project and
choose a hard disk location. If you have already saved your project, the save process happens
automatically. See Open, save, and revert to saved projectson page24.
Note:You should take care when making impulse responses from hardware effects devices that
include modulation effects. Modulations such as phasing, chorus, and so on, interfere with the
sine sweep itself, which makes deconvolution difficult or impossible. This is also true for some
reverbs, such as classic Lexicon hardware reverb devices, in which the reverb tails are modulated.
In these cases, it may be more effective to send a recorded impulse of a spike or gunshot
through the hardware effects device instead of a sine sweep.
Following deconvolution, your audio tracks will be a single impulse response that you can
audition, edit, and turn into an .sdir setting.
Note:While it is possible to deconvolve each audio track once recorded, it is an inefficient way to
work. It is far more efficient to wait until all tracks are recorded and then deconvolve them.
You can select from three different display views with the buttons at the top of the Editing area.
These views allow you to effectively analyze your waveforms, making it easy to identify material
you need to cut or crop or that requires a fade. The Spectrogram mode, in particular, which
simultaneously shows frequency, level, and time, allows for very detailed analysis of your audio.
Waveform button: Click to show the recorded audio as a standard waveform. The horizontal
axis displays the elapsed time. The vertical axis displays the audio level as a percentage.
Energy button: Click to show the sound energy distribution over time. The horizontal axis
displays the elapsed time. The vertical axis displays audio levels in dB.
Tip:Use the Space bar to toggle playback or the C key to toggle cycle playback.
The appearance of the Audition window changes slightly when using a B-Format impulse
response. The B-FormatAudition window removes the Output Channel parameter from the Track
area and includes a Loudspeaker area.
Impulse Response Utility allows up to five audio files to be loaded/used as sources when
auditioning your impulse response. The Audition window also includes four test source files.
Impulse Response Utility automatically saves your project as soon as you record audio. You can
manually save your project at any time, however. You can also open a previously saved project or
revert the current project back to its last saved state.
Open a project
Do one of the following:
mm Choose File > Open Project (or press Command-O), then navigate to your project file.
mm Choose File > Open Recent to open a hierarchical menu of recently opened project files.
Note:Once you use the Revert to Saved command, you lose all unsaved changes.
Height
Z
Front Right
X Y
W
Y X
Left Rear
Space Designer can decode and convolve these four streams into reverbs in all supported
surround formats. Space Designer provides a comprehensive library of B-Format impulse
responses that use all four streams (W, X, Y, and Z). Because impulse responses do not make use
of Z-axis information, Impulse Response Utility only records and encodes information from the W,
X, and Y positions, saving CPU resources and disk space. Impulse Response Utility allows you to
encode all supported surround impulse response formats in B-Format.
See Advantages of B-Format surround encoding and Microphones for B-Format recording.
25
Advantages of B-Format surround encoding
One advantage of the B-Format is that it can capture a surround image with fewer audio files.
Normally, you need to record every speaker position from every microphone position to correctly
record surround information. With B-Format, these four (or three, in Impulse Response Utility)
audio streams are all you need to capture audio from each speaker.
For example, imagine you are using a five channel setup and want to use Impulse Response
Utility to create a five channel impulse response. Using traditional methods, you need to record
all five speakers from all five microphone positions, resulting in 25 audio files. If you choose to
create your project as a five channel B-Format impulse response, you only need to record fifteen
audio filesthree audio recordings (W, X, and Y) from each of the five speaker positions. This
clearly illustrates that B-Format encoded surround impulse responses require far fewer audio
files, and therefore less hard drive space, as well as needing less RAM and CPU cycles when
decoded in Space Designer.
Capturing the W (sound pressure) signal requires an omnidirectional microphone. Capturing the
X and Y axis signals requires a microphone with a figure-eight pattern that captures signal from
the front and back of the mic. Therefore, with two figure-eight patterned microphonesone
pointed directly at the speaker source (X) and another positioned perpendicularly (Y)and an
omnidirectional microphone for the sound pressure (W), you can record each speaker position
in one pass. Be sure to arrange the microphones so that their capsules are as close as possible to
each other. Ideally, you want to have a single, tight point of reference for each speaker position.
You need to swivel each of the figure-eight pattern microphones to each speaker position. The
omnidirectional microphone does not need to be swiveled because it has a 360-degree capsule.
If you do not have three separate microphones, you can still create B-Format impulse responses
by recording each audio stream separately in Impulse Response Utility. All you need is a single
microphone that allows you to switch between omnidirectional and figure-eight patterns. You
will need to do a significant amount of pattern-switching and microphone swiveling, but it can
be done.