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1. Fundamental Physics of Sound · Concept 7 of 11

Reflection Coefficient

It is a number telling you how much of a sound bounces back when it hits a surface instead of passing through or being absorbed.

Reflection Coefficient R = reflected energy / incoming energy R + A + T = 1 (Reflected + Absorbed + Transmitted) Hard wall (brick/glass) R approx 0.97 (lively, echoey) wall incoming most bounces back +6 dB build-up Soft wall (drape/foam) R approx 0.2 (dead, controlled) absorber incoming little bounces back absorbed -> heat alpha (absorption) = 1 - R | speed of sound 343 m/s | ~30 ms delay = audible slap-back

Same incoming sound, two surfaces: a hard wall reflects ~97% (R approx 0.97, echoey) while a drape reflects ~20% (R approx 0.2) and turns the rest to heat.

What it is

A number from 0 to 1 telling you what fraction of sound energy a surface bounces back instead of absorbing.

Key facts

How it works

  1. Sound wave hits a surface carrying incident energy.
  2. Part passes through (transmission T), part turns to heat (absorption A).
  3. The leftover energy bounces back as the reflected wave; R = that fraction = 1 minus alpha.
  4. Hard, dense, smooth surfaces store little and reflect most (high R).
  5. Soft, porous, fluffy surfaces convert sound to heat and reflect little (low R).
  6. Many reflections stacking up build reverb, slap-back and flutter echo.

Real examples

How it helps in live sound

Everyday analogy

Like throwing a tennis ball: a brick wall fires almost all of it straight back (R near 1), a thick curtain swallows it and barely returns a dribble (R near 0).

Watch out

Myth: a hard surface absorbs the sound. Truth: hard, dense surfaces have HIGH reflection (R near 1) and absorb almost nothing; soft porous stuff is what actually absorbs.

Fun fact

An open window is the perfect sound absorber (alpha = 1.0, R = 0) because the sound just escapes and never comes back, which is why acousticians measure absorption in sabins, literally square-metres-of-open-window equivalent.

Key takeaways

  • R = fraction of sound energy bounced back; 0 = all absorbed, 1 = all reflected.
  • R + A + T = 1; for a solid wall R = 1 minus alpha (the absorption coefficient).
  • Hard/dense = high R (echoey, lively); soft/porous = low R (dead, controlled).
  • High R on parallel walls breeds flutter echo and slap-back; treat with absorption.
  • Speed of sound 343 m/s sets your delay times: approx 30 ms = audible slap-back.
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