
N E W N E W S F R O M T H E I N D U S T R YT E C H N I C A L L Y S P E A K I N G . . .
12 ExtroNews 15.1 Spring 2004
tal signal processing, or DSP. Within the vast
possibilities afforded by digital processing,
the creation of filters capable of replicating
a near-exact compensating response is not
only possible, but generally straightforward.
DSP-based algorithms allow for continuously
adaptable functions that will compensate in
real time as sound pressure level is varied over
its normal excursion.
High speed digital signal processing, in all
its forms, provides the means for the best
implementation of loudness compensation
contouring in today’s sophisticated audio
systems. With tools like this, engineers must
return and study the fundamental knowledge
base developed by researchers like Fletcher
and Munson; et al. Taking a fresh look at
“what once was” will ensure us the best
shot at developing digital-based products
that perform to the closest approximation of
the original concept. But, no matter what, all
that you and I really care about is that when
we push that loudness button, the system
“sounds good.”
References
1. Fletcher-Munson definition. Rane
Corporation at http://www.rane.com/par-
f.html
2. Weik, M. H., Communications Standard
Dictionary, 1997, Chapman & Hall
3. Lord, H., Gatley, W., Evensen, H., Noise
Control for Engineers, Robert Krieger
Publishing, 1987
4. Ballou, Glen M., Handbook for Sound
Engineers, Third edition,
2002, Butterworth-Heinemann, Chapter 2,
Psychoacoustics, F. Alton Everest
low and high frequencies require additional
amplification so the audio “sounds good.”
Since the ear’s frequency response is rela-
tively flat at high sound levels, the compensat-
ing effect of the loudness contouring control
is not required. The loudness feature is a kind
of equalizing function that, ideally, should ad-
just itself to have greater compensation effect
at low sound pressure levels and less effect as
sound pressure increases.
From Figure 4, you can see that the amount
of power needed (green shaded area bounded
by L
A
curve) to compensate for low frequencies
is significant. For this reason, in home theater
audio system design, it is not uncommon to
use fairly large, separate amplification just for
the low frequency channel. The shaded area
within the high frequency range indicates rela-
tive compensation required for this portion of
the spectrum when at a lower volume level. At
high loudness levels, where the ear’s response
is nearly flat, compensation requirements de-
crease to nearly zero as shown by the L
C
curve.
Loudness
Made Too Simple
The issue is whether the implementation
of the loudness control feature merely boosts
lows and highs using one
fixed setting as some simplis-
tic designs might do; or is it
dynamic and capable of modi-
fying the amount of equaliza-
tion depending on the setting
of the volume control?
Historically, most loudness
controls were analog imple-
mentations using discrete re-
sistors, capacitors, and even inductors intended
to approximate the compensation curve (curve
L
A
in Figure 4) for the A-weighting function.
Most were designed around the volume con-
trol. Figure 5 illustrates one simple approach
using a volume control incorporating a fourth
tap located about halfway through rotation.
Resistor-capacitor networks, when switched
into the volume control circuit, provided ampli-
tude compensation. For really low cost circuits,
only the low end frequencies may have been
boosted. Or, perhaps the midrange was “cut”
to make it sound more like the level of the low
end. Certainly, analog implementations of the
loudness feature vary widely. Full compensation
for the A-weighted response requires a relatively
complex compensation network.
The basic approach with the circuit in Figure
5 is: 1) use C1 to boost high fre-
quencies where it is connected
across the top half of the volume
control when the loudness switch
is ON; 2) select the value of C2 so
its reactance is lower at high and
mid frequencies, and; 3) select R
so that high and mid frequencies
are attenuated; but, as frequency
decreases, the reactance of C2 will
rise and reduce attenuation of low
frequencies. This is a simple, low-
cost design built totally around per-
formance trade offs.
DSP: Just Made
for Loudness
Modern implementations of
loudness equalization circuits fall
comfortably into the realm of digi-
Figure 5: Simple analog loudness circuit example
Approx.
Loudness
Control
Dynamic
Range
Compensation Level
Decreasing as Listening
Level Increases
Loudness Contr
ol
Compensation at
Low Levels
Very Little
,
or No,
Compensation
at High Levels
L
A
C
A
Frequency, Hz
-50
20 50 100 200 500 1000 2000 5000 10,000 20,000
-45
-40
-35
-30
-25
-20
-15
-10
-5
0
+5
+10
+15
+20
+25
+30
+35
+40
+45
+50
Relative
Response, dB
L
C
Figure 4: Loudness function compensation range
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