No need to retime if it is just an offset change. Plus, you can just replace the mp3 itself assuming the source is the same (with minor adjustments).
Use this thing called "volume control."Hanyuu wrote:
Oh no please no. some sound i like to hear ULTRA loud... so loud you can evern hear it when i play +headphones and you are in the next room. please dont make this
This is really bad for your ears.Hanyuu wrote:
Oh no please no. some sound i like to hear ULTRA loud... so loud you can evern hear it when i play +headphones and you are in the next room. please dont make this
howstrager wrote:
Use this thing called "volume control."Hanyuu wrote:
Oh no please no. some sound i like to hear ULTRA loud... so loud you can evern hear it when i play +headphones and you are in the next room. please dont make this
This is basically like saving the volume adjustment you make locally for the map.
Right?
This is really bad for your ears.lol
We do not want to encourage damaging your ears as you are currently doing, sorry.
"This thing" refers to "the requested feature."Hanyuu wrote:
howstrager wrote:
Use this thing called "volume control."
This is basically like saving the volume adjustment you make locally for the map.
Right?
Espionage724 wrote:
Nor sure if it was mentioned or not but, what about the OS's/driver's auto-volumizer option? My ASUS Xonar CP has "Smart Volume Control", and Realtek's CP has a Loudness Equalizer option. Also in the Enhancements section on most audio cards on Windows Vista/7 have a volume equalizer option too.
but really not everyone hast Windows Vista or 7 or such a very pro sound card, so it would be nicer that you can toogle it within osu and adding a setiing for the differences of the volume.Backstabber wrote:
Kinda hard to do as well. Do you want it to take the average desibel of a song and tune it too a standard sound? If a map gets boosted by let's say 20 db. It's a silent song, but it has one really intense part. The silent part would be boosted to "a regular" level. But the intense part would be boosted as well, and then you are back where you started. If you want the individual parts of the song to be boosted, let's say the entire song should be 60db no exception. It would distort it so bad it would be a pain to listen to.
The first few posts of this thread mention that it's not levelling within a song, it's levelling for entire songs, to ensure that each song isn't too loud or too quiet. They'll still have loud and soft sections, but the overall song itself won't be overly loud or soft.Backstabber wrote:
Kinda hard to do as well. Do you want it to take the average desibel of a song and tune it too a standard sound? If a map gets boosted by let's say 20 db. It's a silent song, but it has one really intense part. The silent part would be boosted to "a regular" level. But the intense part would be boosted as well, and then you are back where you started. If you want the individual parts of the song to be boosted, let's say the entire song should be 60db no exception. It would distort it so bad it would be a pain to listen to.
Ever heard of something called the Loudness War? In more recent years, tracks have been mastered to be louder than they used to (often causing audio distortion). That means even if you got your hands on proper CD rips, some are liable to sound much louder than others. For example, https://osu.ppy.sh/s/177155 is much louder than most other songs. That's where replay gain comes in. http://wiki.hydrogenaud.io/index.php?title=ReplaygainFull Tablet wrote:
I don't agree with this feature.
If a song is supposed to be quiet, then it should sound quiet (for example https://osu.ppy.sh/s/91306).
Also there is the issue that increasing loudness this way can distort audio quality (unless done in a way so the whole song is boosted by a fixed amount of decibels so the peak volume is 0db, but that way some songs would still sound quiet).