Simulator — try the sonar equation
Pull every equation so far onto a single screen, and feel — by moving frequency, range, element count, noise, and TS — which term is driving the result.
What the screen shows
- Sound speed c — from the Mackenzie approximation
- Wavelength λ —
c / f - Absorption coefficient α — a teaching-grade frequency-dependent approximation
- One-way TL — spreading + absorption
- Round-trip time —
2R / c - DI — the idealized
10 log10(N) - Passive / active SNR — estimated from the simplified equations
Real ocean acoustics is far more complex, but for an introduction, seeing the first-order terms at work on a single screen is enough.
The absorption coefficient α (educational simplified formula)
This simulator and the minimal implementation in Chapter 7 compute the absorption coefficient α [dB/km] from frequency f [kHz] using the following educational simplified formula:
α [dB/km] = 0.11 · f² / (1 + f²)
+ 44 · f² / (4100 + f²)
+ 0.000275 · f²
+ 0.003This formula simplifies the form of the François-Garrison (1982) and Ainslie-McColm (1998) full models by dropping the temperature, salinity, pH, and depth dependence and keeping only the frequency dependence. Each term corresponds to a physical process:
- Term 1,
0.11 f² / (1 + f²): absorption from boric acid (B(OH)₃) relaxation, dominant at low frequencies (below about 1 kHz). - Term 2,
44 f² / (4100 + f²): absorption from magnesium sulfate (MgSO₄) relaxation, dominant in the mid-frequency band (up to a few tens of kHz). - Term 3,
0.000275 f²: absorption from the viscosity of pure water, dominant at high frequencies (above a few hundred kHz). - Term 4,
0.003: a constant floor term that keeps the calculation numerically well behaved (educational use).
This formula is an approximation of typical seawater (around 10 °C, 35 PSU, and 100 m depth). For real-world design, use the full François-Garrison or Ainslie-McColm models including temperature, salinity, pH, and depth as inputs.
Preset parameter details
The specific values applied by each preset button are:
| Preset | Mode | Temp. | Salinity | Depth | Frequency | Range | SL | TS | NL | N | Spreading |
|---|---|---|---|---|---|---|---|---|---|---|---|
| Shallow · short range | Active | 18 °C | 35 PSU | 30 m | 30 kHz | 300 m | 210 dB | −18 dB | 65 dB | 8 | 20 |
| Mid range | Active | 10 °C | 35 PSU | 200 m | 12 kHz | 2500 m | 215 dB | −12 dB | 70 dB | 16 | 20 |
| High freq. · strong attenuation | Active | 8 °C | 35 PSU | 100 m | 120 kHz | 800 m | 220 dB | −25 dB | 60 dB | 8 | 20 |
| Passive listening | Passive | 12 °C | 35 PSU | 500 m | 1.5 kHz | 6000 m | 170 dB | −15 dB | 75 dB | 32 | 15 |
For example, the High freq. · strong attenuation preset uses 120 kHz over 800 m, where absorption dominates and drives the active SNR down to about −33 dB. Predict the dominant terms from these numbers before moving the sliders, and the simulator becomes easier to read.
SO101 sonar simulator
Passive SNR
Active SNR
TL vs. range
One-way TL as a function of range, for the current frequency and spreading coefficient.
Simulator settings are saved only in this browser's localStorage. This is a simplified teaching model — for real-world design you will need refraction, boundary scattering, reverberation, and a full absorption model.
Four things to watch first
- Increase range — TL grows and SNR falls.
- Raise frequency — wavelength shrinks, but absorption rises too.
- Add elements — DI grows and the system gains against noise.
- Active — the extra
2TLmakes things harsh at long range, quickly.
Comprehension check for this chapter
0 / 4 correct. Results are saved only in this browser's localStorage.
Q26. Round-trip time for the Shallow · short-range preset
Show hint
Show reasoning
Q27. One-way TL for the Mid-range preset
Show hint
Show reasoning
Q28. Array gain for the Passive-listening preset
Show hint
10 log10(32).Show reasoning
Q29. Active SNR for the High-freq. · strong-attenuation preset
Show hint
Show reasoning
Takeaways from this chapter
- Move range, frequency, and element count, and the dominant term in TL and SNR becomes clear.
- High frequencies give short wavelengths but suffer more absorption.
- Active gets hard fast at long range because of the
2TLpenalty.