Could 32-bit Float End the Loudness War?
Reply #14 – 2015-01-24 23:09:28
@perlmazo: You don't need floating point for that. Getting the point of lower loudness across should be hard enough. Adding a new sample format on top of that will make the acceptance virtually impossible.As soon as a majority agrees on such a target, there is a heightened incentive for someone to violate it. Louder than everything else still rules, and will dominate every agreement you could possibly negotiate. No, because ReplayGain in the device would automatically punish everything louder than the target. At this point the target would not be agreed upon to reduce loudness per se but to ensure enough headroom for dynamics. Sure, you can squish the waveform and compress the sh*t out of it as an artistic choice, but at the consumer an e.g. -8 LUFS track would then be punished by -10 dB gain (to reach the -18 LUFS target). You'd get a squished wall of sound that would just be as soft as a much more dynamic track.Removing the 0dBFS barrier will allow mastering engineers to keep the peaks without sacrificing loudness, and of course they will exceed +/-1.0 in the process. With floating point, there's no harm in that. This doesn't work. You cannot preserve the peaks and increase loudness. At the consumer the audio has to be normalized to +/-1.0 so if the engineer keeps the peaks above 1.0 it will cause low volume during playback due to normalization. Unless you have something like ReplayGain, the engineers would still simply squish the waveform and limit it to +/-1.0. I'm sure that many engineers saw it as a feature, not a problem, that digital audio has such a well defined level limit. It IS a feature. Instead of fuzzy limits you get clean sound all the way up to the limit. The problem comes with the abuse, which could have been prevented with a common loudness target in the past. With that we wouldn't even need ReplayGain nowadays.