I am trying to design a realistic sound pressure of a point noise. I have a simple version which assumes uniform distribution of sound. What I want is to take into account terrain variations.
Below is the very simple version.
'Sound Pressure'
[X,Y] = meshgrid(-10000:50:10000);
Z = 153.699 - 20.*log10((sqrt(X.^2 + Y.^2))./114.26);
contour3(X,Y,Z,40);
hold on
contourf(X,Y,Z);
hold off;
axis square;
title('Sound Pressure');
xlabel('Distance (m)');
ylabel('Distance (m)');
colorbar;
set(get(colorbar,'ylabel'),'string','dBA','fontsize',10);
Here is what I want to do....
[X,Y] = meshgrid(-10000:50:10000);
if X >= 0;
Z = 153.699 - 20.*log10((sqrt(X.^2 + Y.^2))./0.1524);
else if X < 0;
Z = 163.4 - 20.*log10((sqrt(X.^2 + Y.^2))./0.1524);
end
end
contour3(X,Y,Z,40);
hold on
contourf(X,Y,Z);
hold off;
axis square;
title('Sound Pressure with Terrain');
xlabel('Distance (m)');
ylabel('Distance (m)');
colorbar;
set(get(colorbar,'ylabel'),'string','dB','fontsize',10);
Thanks!
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[X,Y] = meshgrid(-10000:50:10000); Z = 153.699 - 20.*log10((sqrt(X.^2 + Y.^2))./0.1524); Z(X < 0) = Z(X < 0) + (163.4 - 153.99);
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