jeffmeh;370621 Wrote: 
> 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?
The simplest way to explain is probably with an example. Suppose you
have a file that peaks at -3dB and has a replaygain value of +6dB. This
would clip if the RG value is blindly applied (as at present). So the
simple solution is back off the RG to +3dB. And this could easily be
done at the server end.

But suppose the player's digital volume control is set to -4dB. That
would put the file's peak at -7dB. So there is now enough headroom to
apply the full +6dB of replaygain. If the player's volume was set to
-2dB, there's room to apply +5dB of the RG. I hope you get the
picture.

So, you may ask, why can't *this* calculation be done at the server
end? I don't know for sure, but I believe it can't because although the
server knows what volume setting the player has in terms of the 1-100
scale, I don't think the server knows how that setting maps to a
specific dB attenuation. We know that the characteristics of the volume
control varies between different firmware releases (and possibly between
different player models).

The question is: does SqueezeCenter have a way of discovering the dB
attenuation for attached players? If it can, then what I previously
described as the "gold standard" implementation for replaygain can be
done entirely inside SqueezeCenter. If not, then it would need firmware
modifications.


-- 
cliveb

Transporter -> ATC SCM100A
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