Sound Intensity Level and Sound Pressure Level (SIL and SPL, respectively)? Yeah, a physics teacher would do that.
Here's a copy of a post I made not too long ago on this subject in another forum, it's a little lengthy, but for people concerned with case noise levels, it's good to know. It's about how to add various sources of sound together.
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To add different sources of sound, you have to first know either their Sound Pressure Levels or their Sound Intensity Levels. Both SIL and SPL are referenced to the average human's threshold of hearing, so for simple situations you'll get pretty much the same answer.
SPL is defined as:
L(sub p) = 20log(P/P(sub 0))
where P(sub 0) = 2 x 10^(-5) N/m^2 (the threshold of hearing).
SIL is defined as:
L(sub i) = 10log(I/I(sub 0))
where I(sub 0) = 10^(-12) W/m^2
The difference, of course, is that SPL is the measure of sound's pressure in newtons per meter squared and SIL being the measure of sound energy in Watts per meter squared.
The relationship between the two can be described as:
L(sub p) = 20log(P/P(sub 0)) = 10 x 2log(P/P(sub 0)) = 10log(P/P(sub 0))^2 = 10log(I/I(sub 0))
The second to last step might look a little funny, but you'll just have to trust me when I say it's a funky rule of logarithms.
Now to get either SIL or SPL values of a given dB, just plug that dB value into L(sub p) or L(sub 0), respectively, then solve for P or I, respectively.
For SPL it would be:
P = 2 x 10^(-5) x 10^(L(sub p)/20)
SIL:
I = 10^(-12) x 10^(I(sub 0)/10)
Again, there's a funky rule of logarithms in there, where a = log(b) goes all whack so that b = 10^a.
Now you can combine SIL readings very easily. Just do it. Take your dB values, convert into SIL values, add those SIL values, then convert back to dB values. SPL is a little harder though.
For SPL values, the sum of the squares of the SPL values equal the square of the total SPL value. Meaning, you have to convert your dB values into SPL, then square each of those (individually), then add those together, then take the square root of that sum, then convert back to dB.
All this is for uncorrelated sound sources, which would be what you need. Correlated sounds would be those that have the exact same wave amplitude equidistant to the listener. Adding those is more complex, but you really won't have a use for that in this scenario.
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There are a lot of other factors contributing, such as distance from the sound sources and how density of mediums (your case) will absorb sound, but getting one big theoretical number is pretty useful in comparisons of ideal system configurations.
On a side note, it's times like these I wish there was more support for MathML.
// Edit: Blargh, reposted the same grammatical error.