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Release V1.2.0: Advanced Acoustics & Dynamic UI Tuning

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@TatschanT TatschanT released this 11 Jun 17:16

This major update bridges the gap between pure theoretical physics and real-world auditory perception. By introducing advanced heuristic tuning and a deeply refactored architecture, the Standing Wave Viewer now provides both academic accuracy and an intuitive, dynamic user experience.

New Features

Advanced Acoustics Sliders (Vibe Tuning)

  • Room Scatter (Order Damping): Real rooms have furniture and irregular walls that naturally scatter high-frequency tangential and oblique modes. This new slider applies a rigorous $n^2$ penalty to high-order modes, allowing you to intuitively dial in the "liveliness" and physical clutter of your specific space.
  • Listening Area (Spatial Smoothing): We don't listen with a mathematically infinitely small point. Replacing the old static toggle, this continuous slider (0.0m to 0.3m) averages the sound pressure field over a localized 3D volume around the microphone. This effectively smooths out unrealistic theoretical acoustic dips, yielding a frequency response that closely matches actual human perception.

Visual Enhancements

Statistical Color Clipping (2-Sigma Rule)

  • Fixed a critical issue in 3D volume rendering where extreme high-pressure hotspots (typically found in room corners) would severely compress the global color scale, rendering the rest of the room as a giant blue cancellation zone.
  • The rendering engine now applies a robust 2-sigma statistical clipping method (mean ± 2*std) before [0.0, 1.0] normalization. This gracefully ignores 5% of the outliers, preserving rich color gradients and distinct interference patterns across the entire room.
  • Volume Rendering Opacity Tuning: Adjusted the transparency mapping (OPACITY_TF) to counter the visual density introduced by the 2-sigma clipping. Mid-band sound pressure is now fully transparent, creating a clear, "velvet glass" effect that beautifully isolates acoustic peaks and cancellations without obscuring the equipment markers.

Under the Hood & Architectural Improvements

Single Source of Truth (SSoT) for Frequencies

Completely refactored the data flow. Frequency boundaries (MIN_FREQ and MAX_FREQ) are now centralized. Updating the calculation frequency range in the Settings dialog instantly and dynamically updates the main UI slider limits and the 2D graph's X-axis—no application restart required.

Physics Engine Rigor (Modal Norms)

Refactored internal variable names and comments to ensure academic integrity. "Energy Weighting" variables (e.g., mode_weight) have been properly renamed to mode_norm to accurately reflect their mathematical definition as normalization constants for the wave equation's volume integration.

Technical Debt Cleanup

Removed obsolete variables (such as SMOOTHING_RADIUS and redundant plot limits) to keep the codebase clean, lean, and highly maintainable.

🇯🇵 日本語サマリー (Japanese Summary)

V1.2.0: 「理論物理」と「人間の感覚」を繋ぐメジャーアップデート

Advanced Acoustics(音響チューニング)スライダーの追加

  • Room Scatter(部屋の散乱度合い): 家具などによる波の散乱をシミュレートするため、モード次数の2乗($n^2$)に比例したペナルティを与えるスライダーを追加しました。部屋の「ライブ感」を直感的に調整できます。
  • Listening Area(聴取範囲): マイクを「点」ではなく「3Dの空間(人間の頭部サイズ)」として扱い、指定半径内の音圧を平均化するスライダーを追加しました。極端で非現実的なディップが滑らかになり、人間の聴覚に近い周波数特性が得られます。

3D描画の改善(2シグマルール)

部屋の隅に発生する極端な音圧ピークに全体のカラースケールが引っ張られ、部屋全体が音圧の低い領域(青)として描画されてしまう問題を解決しました。統計的な2シグマ(約95%)クリッピングを導入し、空間全体の美しい干渉縞を鮮明に可視化します。これに伴い、Volumeモードでの透過性設定を追い込み、中間の音圧域を透明化することで、ビロードのように美しく見通しの良い音圧表現を実現しました。

シームレスなUI連動とアーキテクチャの刷新

周波数の計算範囲と描画範囲の変数を統合(Single Source of Truth)しました。Settingsダイアログで設定を変更すると、アプリを再起動することなく、メイン画面のスライダー上限やグラフの表示範囲がリアルタイムに更新されます。

物理エンジンのリファクタリング

波の減衰・正規化に関する変数を、数学的に正確な modal_norm という名称に変更し、コードの学術的な正確性を向上させると共に、不要になった設定変数を完全に削除しました。