Sound normalizer11/19/2023 The MP3 normalization is fulfilled under standard Replay Gain. In the end, these are but wild speculation.The MP3 normalization and test is fulfilled on an average level (RMS normalization). This isn't really a technical issue, it's usability and accessibility! These sliders are presented to a PLAYER, a PLAYER shouldn't need to try and guess their inner workings, it should be obvious and clear from their presentation alone what they do! In the end, these are but wild speculation. Also, where's the compression or limiting in there? Is it somehow tied to the Threshold slider? A threshold of 0 might suggest that ALL signal, all the way down to silence, was affected, and a threshold of 5 (as in, 5 sources at playing at 100 % at once, theoretically) could easily be exceeded by multiple engines firing at once, or many parts crashing into water, making this threshold rather pointless. The problem to easily deduce the functionality from these sliders aren't just their missing units, it's also their ranges. I've tried to find threshold and responsiveness in the Unity documentation, but to no avail. I did find a compressor and a ducking functionality described, but all of them require a lot more parameters to be set rather than just those two, so I tentatively presume this is some functionality wrapped around the listener. 16ms from your screenshot) and the normalisation as a compression ratio, as stated above. I'm kinda guessing at which way the sliders work based on the assumption that responsiveness is done in ms (i.e. From an audio engineers perspective you would normally have many more variables so. Just note, the two here are a rather crude way of normalisation. The responsiveness is just that, how fast it will react to a change in sound, a smaller value should make it act less harshly with a larger setting making it only react for prolonged sounds or those with excessive energy. Although it could also be acting as a gain ratio. bigger value means quieter overall sounds. Il have to check this, but i assume its working as a compressor threshold i.e. The threshold is when it will start becoming active on a particular sound. This 'should' give you a more consistent audio level while playing instead of, for example, really quiet rocket sounds and then suddenly and immensely loud bang. What it tries to achieve is to make quieter sounds louder, and at the same time, any really loud sounds a bit quieter. Where a is the gain at time n, T>0 is related to 'threshold', and 0 However, it is likely that 'Responsiveness' corresponds to the forgetting factor (or maybe its logarithm) for a single-pole IIR filter that acts on the audio energy over short time windows or individual samples.Ä«ased on my assumptions, a model for the Normalizer could be given by this recursion: These values are unitless because audio is generally dealt with in unitless quantities (since you have a speaker amplifying everything, adding any units would be a waste anyway). 'Threshold' is more mysterious to me, but I would guess it is some regularization that keeps the louds slightly louder than the quiets (and vice-versa) so that the AGC does not wash out all of the dynamic range. A fast responsiveness will adapt quicker but may overreact to something loud and short like an explosion, whereas if it is slow it will be steadier (and more accurate) over time, but may take some time to converge to that state. If my guess is correct, then 'responsiveness' controls how quickly the filter reacts to new data. Shooting ideas out my butt, but just based on the label I would expect it to be some sort of automatic gain control (AGC) that makes the sound louder when quiet and quieter when loud, so that you can hear stuff (and not have your ears blown out) regardless of if you're drifting through the endless void or sitting atop a 3000t rocket.
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