this post was submitted on 04 Jul 2025
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[–] Ephera@lemmy.ml 12 points 1 day ago (2 children)

Perhaps worth pointing out that audio volume in general is a mess. The only meaningful number is an audio volume of 0. All the others are made up.

You can measure the dB, but only for specific pieces of hardware. And in the end, it's all a matter of perception anyways. Your bass might be thumping at objectively a high number of dB, but the entire audio track still sounds quiet to some listeners, because they listen:

  • on a phone speaker.
  • with a bunch of background noise.
  • with bad hearing.

Yeah, dB is a measure of difference, not an absolute value. Every increase of 10dB represents twice as much volume, but that means 0dB is essentially just a reference point. Going from 0 to 10dB means you have doubled the volume. 20 is twice of 10, 30 is twice of 20, etc… But what is twice of 0? If 0 were an absolute value, the entire scale would break down because 0x2 is still 0.

People have a really hard time wrapping their minds around the logarithmic growth of the dB scale… For reference, a rock concert can easily hit 120dB, but the loudest sound that earth’s atmosphere can support is ~194dB. Because sound is a pressure wave with a compression and expansion. After 194dB, the atmospheric pressure isn’t enough to fully expand into the void after the compression. Once you get above that ~194dB threshold, it stops being a sound wave with a distinct push-pull, and becomes a solid shockwave that is all push. Above 194dB, it’s essentially an explosive wave.

And to briefly touch on what you mentioned about perception, there’s also the fact that different frequencies require different amounts of power to produce the same volume. Lower bass frequencies require more power to produce the same volume, because the bass waves are physically larger and require more motion from the speakers to produce. If you want a demonstration, go look up the difference between white noise and pink noise.

White noise has the same amount of power throughout the entire audio spectrum, but it tends to sound relatively high pitched and tinny. This is because those lower frequencies are quieter. In comparison, pink noise has a curved power distribution, mapped to how much power it takes to produce the same volume. This means it sounds much more “full”, as the low end is actually balanced with the highs. But listening to pink noise will be wildly different on a phone speaker vs a car stereo, because the phone speaker physically isn’t large enough to truly produce those low notes.

[–] gens@programming.dev 1 points 1 day ago* (last edited 1 day ago)

Go look at psychoacoustics. Basically our hearing is.. non-linear. Also bass is tricky both for our ears and for hardware. My suggestion is to lower all sound beneath some 150 or 200 Hz for anything other then proper speakers.

Also plain old compressors work fine for me (on small speakers)

[–] supersquirrel@sopuli.xyz 21 points 1 day ago* (last edited 1 day ago) (1 children)

Because not enough people are using the free compressor TDR Kotelnikov

https://www.tokyodawn.net/tdr-kotelnikov/

Thorough rundown of the art of compression through the lens of TDR kotelnikov plugin.

https://m.youtube.com/watch?v=1Tx6SRCwWug

another review and demo of mastering and mixing

https://m.youtube.com/watch?v=xS5Y8OOCkaM

Also more people need to produce audio using the LUFS measurement of loudness.

Youlean has a very nice free LUFS Loudness Meter.

https://youlean.co/youlean-loudness-meter/

video rundown of tool

https://m.youtube.com/watch?v=ld11Be_ixzY

[–] Lasherz12@lemmy.world 7 points 1 day ago (1 children)

Nice, I had no idea they've been working on normalizers like they're the cure for cancer. My experience has been the same as OPs, pretty crap.

[–] supersquirrel@sopuli.xyz 4 points 1 day ago

The can of worms goes deeper, signal analysis...

[–] DemBoSain@midwest.social 2 points 1 day ago (1 children)

You need a program to calculate Replaygain and update the tags. Then make sure your player settings use the Replaygain during playback. Replaygain just adds a tag and doesn't change the audio in any way.

I use Foobar (because I've used Foobar forever), but I'm sure there are programs dedicated to Replaygain calculations.

[–] onslaught545@lemmy.zip 2 points 1 day ago

Thank you. My player has a blurb about the audio tracks having volume information in the metadata, but I couldn't find the right keywords to get the right results on how to add it.

[–] Lasherz12@lemmy.world 8 points 1 day ago* (last edited 1 day ago)

It has to do with compression. The levels are more active to correct than an EQ and often result in clicks of louder volume. Also it's worth mentioning that virtually all media utilizes volume for effect, nullifying it tends to sound uninspired.

[–] tal@lemmy.today 3 points 1 day ago

I've had no problem with various tools to compute ReplayGain levels. I currently use bs1770gain.

What about volume normalization is problematic for you?

[–] kalkulat@lemmy.world 4 points 1 day ago* (last edited 1 day ago)

That needs to be done with a combination of hardware and OS. The hardware needs to allow setting the maximum analog audio voltage delivered at the audio outputs. The OS needs to let users make that choice and then enforce it.

Of course, more highly-compressed audio will still sound louder. For that you'd need to be able to measure the average delivered voltage and compensate for it. Also easy to do in hardware. Audio has always been an after-thought in consumer electronics (since TV's came along anyway) and computers have continued that tradition.

Sound Check for iOS normalizes music without any compression. ˙ᵕ˙