![]() ![]() ![]() The loudness equalization is not full, and the technique deliberately preserves some sense of louder versus softer across different material. Single-pass loudness equalization equalizes long-term level changes somewhat, but preserves the signal's short-term dynamics. Slow decay means that, when an audio signal reaches a peak but does not sustain that level, the gain following the peak is slowly increased. Check if loudness equalization is still enabled: Sometimes, loudness equalization can be accidentally turned off. Single-pass loudness equalization adjusts the gain with a fast attack and slow decay-just as many wideband compressors do-to tightly control the peak loudness of a signal while maintaining the local dynamics.įast attack means that relatively loud signals have their gain rapidly reduced to control the loudest signal that is presented to the listener. A block corresponds to the critical band resolution of a human year. Windows Vista uses single-pass loudness equalization, which calculates loudness on a block-by-block basis. Loudness equalization can thus affect both dynamic range and peak loudness. It then uses dynamic gain adjustment to keep the loudness of different sources more nearly constant. Loudness equalization simulates human hearing to accurately measure the loudness-as opposed to intensity-of an audio source. As a result, the perceived level of audio content can vary widely, from nearly inaudible in a moderately quiet listening environment to loud enough to be uncomfortable. Furthermore, different content standards-such as digital versus analog TV)-could have different intensity levels for the same content. This leads to the common experience where some content sounds much louder than other content with the same intensity simply because of differences in the source material and the way in which the content was recorded. Two signals of the same intensity with different time structure or frequency content can have substantially different loudness levels.
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