cliveb;370514 Wrote: 
> Yes, quite so. The server can do a trivial calculation to limit positive
> RG value so as to prevent clipping, and then send that adjusted RG value
> to the player instead of blindly sending the original RG value. There is
> no argument about this.
> 
> What I think Moonbase was proposing was that the server should actually
> apply the RG value and alter the audio samples before they are sent to
> the player - that's what I was objecting to (in the strongest possible
> terms).
> 
> However, as I said in an earlier post
> (http://forums.slimdevices.com/showpost.php?p=369178&postcount=15), the
> presence of attenuation via the player's digital volume control adds
> additional subtleties. If we want to take that into account and end up
> with a "gold standard" solution, then as far as I can make out it can
> only be solved in the player's firmware.
> 
> I'm fairly relaxed on this issue. I certainly wouldn't want to insist
> that the "gold standard" be implemented if it were to seriously delay
> getting the basic problem fixed. I'd be happy with a simple server side
> fix that just reins back a positive RG value on the assumption that the
> player will be at 100% volume.

I absolutely concur with your objection.

I'm not really clear on the problem with the attenuation via the
player's digital volume control.  I would expect this to be additional
attenuation, after replaygain is applied.  Is that not how it works
today?


-- 
jeffmeh
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