The prequel to the ‘A Quiet Place’ saga got me thinking.
spoiler alert!
There is a scene in which many humans march towards a safety point. Each individual human would have been relatively quiet, but because there are a lot of them (potentially hundreds), they end up being, as a whole, loud enough to alert the monsters so they get all killed.
This would suggest that many sources of noise which are near to each other and generate more or less the same amount of noise end up adding up so that the end result in dB is more or less the sum of the individual dB levels.
But then again, it’s fiction.
Back to reality, I work in a room full of different servers which have also very different levels of noise. I have noticed that from my standpoint, the noise of the quietest server seems to disappear whenever the loudest is running, so it kind of does blow my mind how our perception of noise works…
I was discussing real world sounds in open air. Yes, destructive interference is something you have to account for when dealing with sound systems. A speaker playing the same sound in the inverse phase will cause issues, but a group of people, as was the topic, will never be anywhere close that precise.
If the concern is safety, as it is in this example, the concern is the worst case. And the worse possible case is when all the sounds interfere constructively.
It’s not really a counterargument when I specifically said my logic of ignoring destructive interference doesn’t apply in “situations designed to cause it” like two synchronized sinusoids. Most people are not synchronized sinusoids.
Right, the fact that people are not synchronized sinusoids is why coherence energy is the way I describe it. If you randomly place emitters and receivers in real space, playing real signals with real bandwidth, the distribution of coherence factors between pairwise emitters is generally positive, but is also not 1.0. This is not destructive interference, it’s just just wave mechanics.