The original ReplayGain proposal specified an 8- byte field in the header of any file. The peak level metadata can be used to prevent gain adjustments from inducing clipping in the playback device. ReplayGain-capable audio players use the replay gain metadata to automatically attenuate or amplify the signal on a per-track or per-album basis such that tracks or albums play at a similar loudness level. Typically, the replay gain and peak level values are then stored as metadata in the audio file. The difference between the measured perceived loudness and the desired target loudness is calculated this is considered the ideal replay gain value. Equal-loudness contours are used to compensate for frequency effects and statistical analysis is used to accommodate for effects related to time. ReplayGain works by first performing a psychoacoustic analysis of an entire audio track or album to measure peak level and perceived loudness. ReplayGain is supported in a large number of media software and portable devices. This avoids the common problem of having to manually adjust volume levels between tracks when playing audio files from albums that have been mastered at different loudness levels.Īlthough this de facto standard is now formally known as ReplayGain, it was originally known as Replay Gain and is sometimes abbreviated RG. It allows media players to normalize loudness for individual tracks or albums. ReplayGain is a proposed technical standard published by David Robinson in 2001 to measure and normalize the perceived loudness of audio in computer audio formats such as MP3 and Ogg Vorbis.
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