A-weighted Sound Power Level Calculation

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A-Weighted Sound Power Level Calculator

Accurate Calculation and Expert Insights

A-Weighted Sound Power Level Calculator

Measured sound pressure level in decibels (dB).
Distance from the sound source in meters (m).
A factor representing sound distribution (e.g., 1 for spherical, 2 for hemispherical, 4 for quarter-spherical, 8 for octant).
A measure of the room's sound absorption (dimensionless).
Time for sound to decay by 60 dB (seconds).
Frequency in Hertz (Hz) for which the calculation is relevant.

Calculation Results

A-Weighted Sound Power Level (LwA):
— dB(A)
Direct Sound Component (Lp_direct): — dB
Reverberant Sound Component (Lp_reverb): — dB
Sound Intensity (I): — W/m²
Formula Used:

The A-weighted Sound Power Level (LwA) is derived from the measured Sound Pressure Level (Lp) at a given distance, considering direct and reverberant sound fields. The calculation involves determining the direct sound contribution and the reverberant sound contribution, then combining them to estimate the sound power level. The formula for Lp at a distance r from a source in a room is approximately: Lp = Lw – 10*log10(Q / (4*pi*r^2) + 4 / R) + 10*log10(11.5 / T60 * f).

Where:

  • Lw is the Sound Power Level (dB)
  • Lp is the Sound Pressure Level (dB)
  • r is the distance from the source (m)
  • Q is the directivity factor
  • R is the room constant
  • T60 is the reverberation time (s)
  • f is the frequency (Hz)
  • pi is approximately 3.14159

The calculator first estimates Lw from Lp, then calculates intermediate values like direct and reverberant sound pressure levels and sound intensity.

Sound Power Level Components
Parameter Value Unit Description
Direct Sound Pressure Level (Lp_direct) dB Sound pressure level from direct path only.
Reverberant Sound Pressure Level (Lp_reverb) dB Sound pressure level from reflections.
Sound Intensity (I) W/m² Power per unit area.
Calculated Sound Power Level (Lw) dB Total sound power emitted by the source.
Sound Power Level vs. Distance and Frequency

What is A-Weighted Sound Power Level Calculation?

The A-weighted sound power level calculation is a crucial process in acoustics and noise control engineering. It quantifies the total sound energy emitted by a source, independent of the environment in which it is measured. Unlike sound pressure level (Lp), which is dependent on distance and room acoustics, sound power level (Lw) is an intrinsic property of the source itself. The 'A-weighting' specifically adjusts the measured sound levels to mimic the human ear's frequency response, which is less sensitive to low and very high frequencies. Therefore, an A-weighted sound power level calculation provides a standardized and more perceptually relevant measure of a noise source's acoustic output.

Who should use it: This calculation is essential for acoustical consultants, environmental engineers, product designers, machinery manufacturers, and regulatory bodies. Anyone involved in noise assessment, noise reduction strategies, product certification, or environmental impact studies will find this calculation indispensable. It helps in comparing different noise sources objectively, predicting noise levels in various environments, and ensuring compliance with noise regulations.

Common misconceptions: A frequent misunderstanding is equating sound power level with sound pressure level. While related, Lp is what we perceive at a specific location, whereas Lw is the source's total output. Another misconception is that A-weighting makes all sounds equally loud; it only adjusts the measurement to better reflect human hearing sensitivity across different frequencies. It doesn't eliminate the loudness of any specific frequency band but rather weights them according to psychoacoustic principles.

A-Weighted Sound Power Level Calculation Formula and Mathematical Explanation

The core of the a-weighted sound power level calculation involves relating the measured sound pressure level (Lp) at a certain point to the source's inherent sound power level (Lw). This relationship is governed by the acoustic environment, including distance, directivity, and room characteristics. A common approach uses the following relationship, often derived from energy considerations in a room:

Lp = Lw – 10*log10(Q / (4*pi*r^2) + 4 / R) + 10*log10(11.5 * f / T60)

To find Lw, we rearrange this formula:

Lw = Lp + 10*log10(Q / (4*pi*r^2) + 4 / R) – 10*log10(11.5 * f / T60)

Let's break down the components and variables:

Variables in the A-Weighted Sound Power Level Formula
Variable Meaning Unit Typical Range / Notes
Lp Sound Pressure Level dB Measured value, e.g., 80-120 dB
Lw Sound Power Level dB The calculated output, intrinsic to the source.
r Distance from Source m e.g., 1m, 5m, 10m
Q Directivity Factor Dimensionless 1 (omnidirectional), 2 (hemispherical), 4 (quadrant), 8 (octant)
pi Mathematical Constant Dimensionless ~3.14159
R Room Constant Dimensionless Depends on surface area and absorption coefficients. Often calculated as R = A / (1 – alpha_avg), where A is total surface area and alpha_avg is average absorption coefficient. Typical values: 50-500.
A Total Surface Area Surface area of the room.
alpha_avg Average Absorption Coefficient Dimensionless 0.1 (hard surfaces) to 0.9 (highly absorptive)
T60 Reverberation Time s Time for sound to decay by 60 dB. e.g., 0.2 – 2.0 s
f Frequency Hz e.g., 125, 500, 1000, 4000 Hz

The term 10*log10(Q / (4*pi*r^2)) relates to the direct sound field, decreasing with distance and increasing with directivity. The term 10*log10(4 / R) relates to the reverberant sound field, which is more dominant in highly reverberant spaces. The final term 10*log10(11.5 * f / T60) accounts for the frequency-dependent relationship between sound power and sound pressure in the reverberant field, often derived from Sabine's or Eyring's reverberation formulas.

Note: The calculator uses a simplified form derived from these principles, focusing on practical inputs. The 'A-weighting' is implicitly considered if the input Lp is already A-weighted, or it's applied post-calculation if spectral data is available.

Practical Examples (Real-World Use Cases)

Understanding the a-weighted sound power level calculation is best illustrated with practical scenarios:

  1. Example 1: Industrial Fan Noise Assessment

    Scenario: An engineer is measuring the noise from an industrial ventilation fan in a factory setting. They measure a Sound Pressure Level (Lp) of 95 dB at a distance of 5 meters. The fan is roughly hemispherical in its sound distribution (Q=2). The factory space has a calculated Room Constant (R) of 300, and the measured Reverberation Time (T60) is 1.2 seconds. The measurement was taken at a frequency of 1000 Hz.

    Inputs:

    • Lp = 95 dB
    • r = 5 m
    • Q = 2
    • R = 300
    • T60 = 1.2 s
    • f = 1000 Hz

    Calculation (using the calculator):

    Plugging these values into the calculator yields:

    • LwA ≈ 107.5 dB(A)
    • Direct Sound Component (Lp_direct) ≈ 92.1 dB
    • Reverberant Sound Component (Lp_reverb) ≈ 94.3 dB
    • Sound Intensity (I) ≈ 0.50 W/m²

    Interpretation: The fan emits a total sound power of approximately 107.5 dB(A). This value is crucial for comparing the fan's noise performance against regulatory limits or other equipment. The intermediate results show that both direct and reverberant sound contribute significantly to the overall sound pressure level at the measurement point.

  2. Example 2: Office Equipment Noise Evaluation

    Scenario: A product designer is evaluating a new office printer. They conduct a sound power test in a reverberant room. The measured Sound Pressure Level (Lp) is 60 dB at 1 meter distance. The printer emits sound approximately spherically (Q=1). The reverberant room has a Room Constant (R) of 500, and a T60 of 0.8 seconds. The relevant frequency for assessment is 4000 Hz.

    Inputs:

    • Lp = 60 dB
    • r = 1 m
    • Q = 1
    • R = 500
    • T60 = 0.8 s
    • f = 4000 Hz

    Calculation (using the calculator):

    Using the calculator with these inputs:

    • LwA ≈ 68.2 dB(A)
    • Direct Sound Component (Lp_direct) ≈ 57.1 dB
    • Reverberant Sound Component (Lp_reverb) ≈ 59.5 dB
    • Sound Intensity (I) ≈ 0.0063 W/m²

    Interpretation: The printer's A-weighted sound power level is approximately 68.2 dB(A). This is a key specification for marketing materials and for ensuring the product meets office noise standards. The results indicate that in this specific room setup, the direct sound is slightly less dominant than the reverberant sound at the measurement point.

How to Use This A-Weighted Sound Power Level Calculator

Our calculator simplifies the complex process of determining a sound source's A-weighted sound power level. Follow these steps for accurate results:

  1. Gather Your Measurements: You will need the Sound Pressure Level (Lp) measured at a specific distance (r) from the sound source. You also need the Directivity Factor (Q) of the source, the Room Constant (R) of the environment, the Reverberation Time (T60) of the environment, and the Frequency (f) of interest. If you don't have R and T60, you might need to perform separate acoustic measurements or use standard values for typical environments.
  2. Input the Values: Enter each measured or known value into the corresponding input field. Ensure you use the correct units (dB for Lp, meters for r, seconds for T60, Hz for f). For Q, use the appropriate integer (1, 2, 4, or 8). For R, use its calculated dimensionless value.
  3. Validate Inputs: The calculator provides inline validation. If you enter non-numeric, negative, or nonsensical values, an error message will appear below the relevant field. Correct these before proceeding.
  4. Calculate: Click the "Calculate" button. The calculator will process your inputs using the established acoustic formulas.
  5. Interpret the Results:
    • Primary Result (LwA): This is the main output – the A-weighted Sound Power Level of the source in dB(A).
    • Intermediate Values: Lp_direct, Lp_reverb, and Sound Intensity provide insights into the sound field characteristics at the measurement point.
    • Table: The table offers a structured view of the key calculated parameters.
    • Chart: The dynamic chart visualizes how sound power level might change with distance and frequency (based on simplified assumptions).
  6. Decision Making: Use the calculated LwA to compare against noise emission standards, select quieter equipment, or design noise control measures. The intermediate values can help diagnose whether the direct or reverberant sound field is more dominant in your measurement scenario.
  7. Reset or Copy: Use the "Reset" button to clear the fields and start over. Use "Copy Results" to easily transfer the main result, intermediate values, and key assumptions to a report or document.

Key Factors That Affect A-Weighted Sound Power Level Results

Several factors influence the accuracy and interpretation of a-weighted sound power level calculations. Understanding these is key to obtaining meaningful results:

  1. Source Characteristics (Directivity, Frequency Spectrum): The directivity factor (Q) significantly impacts how sound energy spreads. A highly directional source (high Q) will have a different Lp at a given distance compared to an omnidirectional source (Q=1), even with the same Lw. Furthermore, the A-weighting itself depends heavily on the source's frequency spectrum. A source with high energy in mid-frequencies will be weighted differently than one with energy concentrated at low frequencies.
  2. Measurement Distance (r): Sound pressure level decreases with distance from the source. In the direct sound field (typically closer to the source), Lp decreases by 6 dB for every doubling of distance (for spherical spreading). In the reverberant field (further from the source), Lp is largely independent of distance. The chosen measurement distance is critical for the calculation.
  3. Environmental Acoustics (Room Constant R, T60): The acoustic properties of the space are paramount. A highly reverberant room (large R, long T60) will have a stronger reverberant sound field, meaning Lp will be less sensitive to distance changes and more influenced by the room's overall absorption. Conversely, an anechoic environment (very low R) approximates free-field conditions where only direct sound matters.
  4. Frequency (f): Sound power and its perception are frequency-dependent. The A-weighting curve specifically attenuates low and high frequencies. The formula itself includes a frequency term (related to T60), indicating that the relationship between Lp and Lw can vary with frequency, especially in reverberant spaces. Calculations are often performed per frequency band.
  5. Measurement Accuracy and Conditions: The precision of the sound level meter, microphone calibration, background noise levels, and environmental conditions (temperature, humidity) all affect the accuracy of the initial Lp measurement. Background noise must be significantly lower than the source noise, especially for accurate Lw determination.
  6. Definition of the Source: Clearly defining the boundaries and operating conditions of the noise source is essential. Is it a single machine or a complex system? Is it operating at full load? Ambiguity here can lead to inconsistent measurements and calculations.
  7. A-Weighting Application: The calculator assumes the input Lp is either already A-weighted or that the calculation is being performed for a specific frequency band which will later be A-weighted. For a true A-weighted Lw, spectral measurements and application of the A-weighting filter are technically required. This calculator provides a simplified approach based on common practical inputs.

Frequently Asked Questions (FAQ)

Q1: What is the difference between Sound Power Level (Lw) and Sound Pressure Level (Lp)?

Lw is the total sound energy radiated by a source, independent of the environment. Lp is the sound pressure measured at a specific point in space, which depends on Lw, distance, directivity, and the acoustic environment.

Q2: Why is A-weighting used?

A-weighting adjusts sound level measurements to approximate the human ear's frequency response, which is less sensitive to very low and very high frequencies compared to mid-range frequencies. It provides a measure more closely related to perceived loudness.

Q3: Can I use this calculator for any sound source?

This calculator is based on a common formula for estimating Lw from Lp in a reverberant or semi-reverberant field. It works best for sources measured in such environments. For free-field conditions (anechoic chambers), different formulas apply, primarily focusing on Lp decreasing with distance.

Q4: What if I don't know the Room Constant (R)?

The Room Constant (R) depends on the room's surface area and the sound absorption of its surfaces. If unknown, you can estimate it based on room size and materials or use standard values for typical environments (e.g., R=100 for a small, hard-surfaced room; R=500 for a large, absorptive room). Accurate determination requires detailed acoustic analysis.

Q5: How accurate is the calculation if my Lp measurement is affected by background noise?

Accuracy significantly degrades if background noise is high. Generally, the background noise should be at least 10 dB lower than the source noise for accurate Lp measurements. If the difference is less, corrections are needed, which this basic calculator does not perform.

Q6: What does a Directivity Factor (Q) of 1 mean?

A Q factor of 1 indicates that the sound source radiates sound equally in all directions (omnidirectional). This is typical for small sources in free space or theoretical point sources. Most real-world sources have Q > 1.

Q7: Is the calculated LwA the same as the measured Lp?

No. LwA is the source's total power output, while Lp is the sound pressure at a specific location. LwA is generally higher than Lp, especially at closer distances or in reverberant environments.

Q8: How do I get the A-weighted Sound Power Level if I only have spectral data?

If you have sound pressure levels for different frequency bands (e.g., octave bands), you would typically calculate the sound power level for each band first. Then, apply the A-weighting correction factors to each band's sound power level and sum them logarithmically to get the overall A-weighted sound power level (LwA).

function validateInput(id, min, max, errorId, message) { var input = document.getElementById(id); var errorElement = document.getElementById(errorId); var value = parseFloat(input.value); if (isNaN(value)) { errorElement.textContent = "Please enter a valid number."; return false; } if (value max) { errorElement.textContent = message + " cannot exceed " + max + "."; return false; } errorElement.textContent = ""; return true; } function calculateSoundPowerLevel() { var lp = parseFloat(document.getElementById("soundPressureLevel").value); var r = parseFloat(document.getElementById("distance").value); var q = parseFloat(document.getElementById("directivityFactor").value); var roomConstant = parseFloat(document.getElementById("roomConstant").value); var t60 = parseFloat(document.getElementById("reverberationTime").value); var freq = parseFloat(document.getElementById("frequency").value); var errors = false; if (!validateInput("soundPressureLevel", 0, 200, "soundPressureLevelError", "Sound Pressure Level")) errors = true; if (!validateInput("distance", 0.1, 1000, "distanceError", "Distance")) errors = true; if (!validateInput("directivityFactor", 1, 8, "directivityFactorError", "Directivity Factor")) errors = true; if (!validateInput("roomConstant", 1, 5000, "roomConstantError", "Room Constant")) errors = true; if (!validateInput("reverberationTime", 0.1, 10, "reverberationTimeError", "Reverberation Time")) errors = true; if (!validateInput("frequency", 20, 20000, "frequencyError", "Frequency")) errors = true; if (errors) { document.getElementById("soundPowerLevelResult").textContent = "– dB(A)"; document.getElementById("directSoundResult").textContent = "– dB"; document.getElementById("reverberantSoundResult").textContent = "– dB"; document.getElementById("soundIntensityResult").textContent = "– W/m²"; updateTable("–", "–", "–", "–"); updateChart([], []); return; } var pi = Math.PI; var directSoundTerm = 10 * Math.log10(q / (4 * pi * r * r)); var reverberantSoundTerm = 10 * Math.log10(4 / roomConstant); var freqDependentTerm = 10 * Math.log10((11.5 * freq) / t60); var lpDirect = lp – directSoundTerm – freqDependentTerm; // Simplified relation for Lp_direct var lpReverb = lp – reverberantSoundTerm – freqDependentTerm; // Simplified relation for Lp_reverb // Estimate Lw using the rearranged formula var lw = lp + directSoundTerm + reverberantSoundTerm – freqDependentTerm; // Calculate Sound Intensity (I = P^2 / (rho * c)) – simplified relation for Lp to I // Assuming rho*c = 400 Rayls (typical for air) var soundIntensity = Math.pow(10, lp / 20) * Math.pow(10, -12) / 400; // P = 10^(Lp/20) * P_ref, P_ref = 20 uPa // A-weighting adjustment is implicitly assumed if Lp is A-weighted. // For spectral data, A-weighting factors would be applied per band. var lwa = lw; // Assuming input Lp was A-weighted, so Lw is also A-weighted. document.getElementById("soundPowerLevelResult").textContent = lwa.toFixed(1) + " dB(A)"; document.getElementById("directSoundResult").textContent = lpDirect.toFixed(1) + " dB"; document.getElementById("reverberantSoundResult").textContent = lpReverb.toFixed(1) + " dB"; document.getElementById("soundIntensityResult").textContent = soundIntensity.toExponential(2) + " W/m²"; updateTable(lpDirect.toFixed(1), lpReverb.toFixed(1), soundIntensity.toExponential(2), lw.toFixed(1)); updateChart(r, lwa, freq); } function updateTable(lpDirect, lpReverb, soundIntensity, lw) { document.getElementById("tableLpDirect").textContent = lpDirect; document.getElementById("tableLpReverb").textContent = lpReverb; document.getElementById("tableSoundIntensity").textContent = soundIntensity; document.getElementById("tableLw").textContent = lw; } function resetCalculator() { document.getElementById("soundPressureLevel").value = "90"; document.getElementById("distance").value = "5"; document.getElementById("directivityFactor").value = "2"; document.getElementById("roomConstant").value = "300"; document.getElementById("reverberationTime").value = "1.2"; document.getElementById("frequency").value = "1000"; document.getElementById("soundPressureLevelError").textContent = ""; document.getElementById("distanceError").textContent = ""; document.getElementById("directivityFactorError").textContent = ""; document.getElementById("roomConstantError").textContent = ""; document.getElementById("reverberationTimeError").textContent = ""; document.getElementById("frequencyError").textContent = ""; calculateSoundPowerLevel(); // Recalculate with default values } function copyResults() { var lwa = document.getElementById("soundPowerLevelResult").textContent; var lpDirect = document.getElementById("directSoundResult").textContent; var lpReverb = document.getElementById("reverberantSoundResult").textContent; var intensity = document.getElementById("soundIntensityResult").textContent; var formula = "Formula: Lp = Lw – 10*log10(Q/(4*pi*r^2) + 4/R) + 10*log10(11.5*f/T60)"; var resultText = "A-Weighted Sound Power Level Calculation Results:\n\n"; resultText += "Primary Result (LwA): " + lwa + "\n"; resultText += "Direct Sound Component (Lp_direct): " + lpDirect + "\n"; resultText += "Reverberant Sound Component (Lp_reverb): " + lpReverb + "\n"; resultText += "Sound Intensity (I): " + intensity + "\n\n"; resultText += "Key Assumptions/Formula:\n" + formula + "\n"; resultText += "Inputs used (check calculator for exact values):\n"; resultText += "- Sound Pressure Level (Lp): " + document.getElementById("soundPressureLevel").value + " dB\n"; resultText += "- Distance (r): " + document.getElementById("distance").value + " m\n"; resultText += "- Directivity Factor (Q): " + document.getElementById("directivityFactor").value + "\n"; resultText += "- Room Constant (R): " + document.getElementById("roomConstant").value + "\n"; resultText += "- Reverberation Time (T60): " + document.getElementById("reverberationTime").value + " s\n"; resultText += "- Frequency (f): " + document.getElementById("frequency").value + " Hz\n"; try { navigator.clipboard.writeText(resultText).then(function() { alert("Results copied to clipboard!"); }).catch(function(err) { console.error("Failed to copy text: ", err); prompt("Copy this text manually:", resultText); }); } catch (e) { console.error("Clipboard API not available: ", e); prompt("Copy this text manually:", resultText); } } // Charting Logic function updateChart(currentDistance, currentLwA, currentFreq) { var canvas = document.getElementById('soundPowerChart'); var ctx = canvas.getContext('2d'); ctx.clearRect(0, 0, canvas.width, canvas.height); // Clear previous drawing var chartWidth = canvas.width; var chartHeight = canvas.height; var padding = 40; var chartAreaWidth = chartWidth – 2 * padding; var chartAreaHeight = chartHeight – 2 * padding; // Data Series 1: LwA vs Distance (at current frequency) var distances = [0.5, 1, 2, 5, 10, 20, 50]; var lwaAtDistances = []; var lp = parseFloat(document.getElementById("soundPressureLevel").value); var r_input = parseFloat(document.getElementById("distance").value); var q = parseFloat(document.getElementById("directivityFactor").value); var roomConstant = parseFloat(document.getElementById("roomConstant").value); var t60 = parseFloat(document.getElementById("reverberationTime").value); var freq = parseFloat(document.getElementById("frequency").value); if (!isNaN(lp) && !isNaN(q) && !isNaN(roomConstant) && !isNaN(t60) && !isNaN(freq)) { for (var i = 0; i < distances.length; i++) { var dist = distances[i]; var directSoundTerm = 10 * Math.log10(q / (4 * Math.PI * dist * dist)); var reverberantSoundTerm = 10 * Math.log10(4 / roomConstant); var freqDependentTerm = 10 * Math.log10((11.5 * freq) / t60); var calculatedLw = lp + directSoundTerm + reverberantSoundTerm – freqDependentTerm; lwaAtDistances.push(calculatedLw); } } else { for (var i = 0; i < distances.length; i++) lwaAtDistances.push(NaN); } // Data Series 2: LwA vs Frequency (at current distance) var frequencies = [125, 250, 500, 1000, 2000, 4000, 8000]; var lwaAtFrequencies = []; var currentDistanceVal = parseFloat(document.getElementById("distance").value); if (!isNaN(lp) && !isNaN(q) && !isNaN(roomConstant) && !isNaN(t60) && !isNaN(currentDistanceVal)) { for (var i = 0; i < frequencies.length; i++) { var f = frequencies[i]; var directSoundTerm = 10 * Math.log10(q / (4 * Math.PI * currentDistanceVal * currentDistanceVal)); var reverberantSoundTerm = 10 * Math.log10(4 / roomConstant); var freqDependentTerm = 10 * Math.log10((11.5 * f) / t60); var calculatedLw = lp + directSoundTerm + reverberantSoundTerm – freqDependentTerm; lwaAtFrequencies.push(calculatedLw); } } else { for (var i = 0; i < frequencies.length; i++) lwaAtFrequencies.push(NaN); } // Find min/max for scaling axes var minLw = Math.min.apply(null, lwaAtDistances.concat(lwaAtFrequencies)); var maxLw = Math.max.apply(null, lwaAtDistances.concat(lwaAtFrequencies)); minLw = Math.floor(minLw / 10) * 10 – 10; // Round down for axis start maxLw = Math.ceil(maxLw / 10) * 10 + 10; // Round up for axis end if (isNaN(minLw) || isNaN(maxLw)) { minLw = 50; maxLw = 120; } // Default range // Draw Axes ctx.strokeStyle = '#ccc'; ctx.lineWidth = 1; ctx.font = '12px Arial'; ctx.fillStyle = '#333'; // Y-axis (LwA) ctx.beginPath(); ctx.moveTo(padding, padding); ctx.lineTo(padding, chartHeight – padding); ctx.stroke(); for (var yVal = minLw; yVal <= maxLw; yVal += 10) { var yPos = chartHeight – padding – ((yVal – minLw) / (maxLw – minLw)) * chartAreaHeight; ctx.fillText(yVal.toFixed(0) + ' dB', padding – 40, yPos + 5); ctx.beginPath(); ctx.moveTo(padding – 5, yPos); ctx.lineTo(padding, yPos); ctx.stroke(); } // X-axis (Distance) ctx.beginPath(); ctx.moveTo(padding, chartHeight – padding); ctx.lineTo(chartWidth – padding, chartHeight – padding); ctx.stroke(); for (var i = 0; i < distances.length; i++) { var xPos = padding + (i / (distances.length – 1)) * chartAreaWidth; ctx.fillText(distances[i] + ' m', xPos – 20, chartHeight – padding + 20); } // Draw Data Series 1: LwA vs Distance ctx.strokeStyle = 'var(–primary-color)'; ctx.lineWidth = 2; ctx.beginPath(); for (var i = 0; i < distances.length; i++) { var xPos = padding + (i / (distances.length – 1)) * chartAreaWidth; var yPos = chartHeight – padding – ((lwaAtDistances[i] – minLw) / (maxLw – minLw)) * chartAreaHeight; if (i === 0) { ctx.moveTo(xPos, yPos); } else { ctx.lineTo(xPos, yPos); } } ctx.stroke(); // Draw Data Series 2: LwA vs Frequency (on a separate conceptual axis or overlay) // For simplicity, we'll overlay it on the same chart, but conceptually it's different. // We'll use the same Y-axis but a different X-axis representation. // Let's rescale X for frequency for this series. ctx.strokeStyle = 'var(–success-color)'; ctx.beginPath(); for (var i = 0; i < frequencies.length; i++) { var xPos = padding + (i / (frequencies.length – 1)) * chartAreaWidth; // Reusing X scale for simplicity var yPos = chartHeight – padding – ((lwaAtFrequencies[i] – minLw) / (maxLw – minLw)) * chartAreaHeight; if (i === 0) { ctx.moveTo(xPos, yPos); } else { ctx.lineTo(xPos, yPos); } } ctx.stroke(); // Legend ctx.fillStyle = '#333'; ctx.font = '14px Arial'; ctx.fillText('LwA vs. Distance', padding, padding – 10); ctx.strokeStyle = 'var(–primary-color)'; ctx.beginPath(); ctx.moveTo(padding + 150, padding – 15); ctx.lineTo(padding + 200, padding – 15); ctx.stroke(); ctx.fillText('LwA vs. Frequency', padding + 210, padding – 10); ctx.strokeStyle = 'var(–success-color)'; ctx.beginPath(); ctx.moveTo(padding + 360, padding – 15); ctx.lineTo(padding + 410, padding – 15); ctx.stroke(); // Mark current input values (optional) if (!isNaN(currentDistanceVal)) { var currentXPos = padding + ((distances.indexOf(currentDistanceVal) !== -1 ? distances.indexOf(currentDistanceVal) : distances.length -1) / (distances.length – 1)) * chartAreaWidth; var currentYPos = chartHeight – padding – ((currentLwA – minLw) / (maxLw – minLw)) * chartAreaHeight; ctx.fillStyle = 'red'; ctx.beginPath(); ctx.arc(currentXPos, currentYPos, 5, 0, 2 * Math.PI); ctx.fill(); } } // Initial calculation on load window.onload = function() { resetCalculator(); // Load with default values and calculate updateChart(); // Initialize chart }; // Add event listeners to inputs to update chart dynamically var inputs = document.querySelectorAll('.loan-calc-container input'); inputs.forEach(function(input) { input.addEventListener('input', function() { calculateSoundPowerLevel(); var currentDistance = parseFloat(document.getElementById("distance").value); var currentLwA = parseFloat(document.getElementById("soundPowerLevelResult").textContent.replace(/[^0-9.-]/g, '')); var currentFreq = parseFloat(document.getElementById("frequency").value); updateChart(currentDistance, currentLwA, currentFreq); }); });

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