Dynamics: Good News, Bad News...
Many audio tracks deliver a great deal of dynamic range. In theory, audio dynamics are an arcane concept. In practice, however, you can understand it simply by listening to any song that starts quietly and then builds to a full, in-your-face, window-shaking climax.
When people describe a song as "dramatic," they are often talking about the feeling they get from music with a big dynamic range.
Sometimes, however, dynamics can actually get in the way of your listening experience.
Maybe you're listening to music on a set of earbuds in a noisy environment. A song comes on with a slow, quiet introduction that you love, and you crank up the volume to hear it. Then the guitars kick in, and suddenly you're fumbling for the controls, hoping that your eardrums aren't actually bleeding.
Or maybe you want to hear the same song without annoying your cranky downstairs neighbor. You can keep the volume on your stereo turned down and miss hearing the introduction, or you can crank it up -- and keep the remote in your hand so that you can turn it back down before the "big" part of the song makes the floor shake.
Or you can adjust the track to reduce the difference between those quiet and loud passages, making it much easier to set a consistent volume level.
Smoothing Out Those Musical Mood Swings
That's what normalization does for you. In more technical terms, here is how Wikipedia explains the concept:
Audio normalization is the process of increasing (or decreasing) the amplitude of an entire audio signal so that the resulting peak amplitude matches a desired target. Typically, normalization increases the amplitude of the audio waveform to the maximum level that does not introduce any new distortion other than that of requantization.Many digital audio management and playback tools give you two ways to normalize your tracks. In most cases, you'll want to give one of them a wide berth.
Specifically, normalization applies a constant amount of gain to the selected region of the recording to bring the highest peak to a target level, usually 98% (-0.3 dB) or 100% (0 dB)[citation needed]. This differs from dynamics compression, which applies varying levels of gain over a recording to fit the level within a minimum and maximum range. Normalization applies the same amount of gain across the selected region of the recording so that the relative dynamics (and signal to noise ratio) are preserved.
The method to avoid normalizes an audio track by permanently changing the output signal. This is a one-way process: When you normalize a signal by altering it, you can never restore the track's original dynamic range.
That's a show-stopper. You should never do anything that might degrade the audio tracks in your lossless archive.
ReplayGain To The Rescue
But what if you had a tool that could analyze an audio track, decide how much to adjust it, and then store that information in the file instead of actually changing the audio signal itself? When you want to apply normalization, the tool could call up that data and apply the changes by adjusting the output volume on the fly.
When you don't want to apply normalization, you could simply turn off the tool and enjoy the full dynamic range of your original, unchanged audio track.
This is what a standard called ReplayGain does. Let's go back to Wikipedia for some more technical background:
Replay Gain is a proposed standard published in 2001 to normalize the perceived loudness of computer audio formats such as MP3 and Ogg Vorbis. It works on a track/album basis, and is now supported in a growing number of media players. Although the standard is formally known as "Replay Gain", it is also commonly known as "ReplayGain" or "replaygain." It is sometimes abbreviated "RG".If that's too much information, don't sweat it. All you need to know is that ReplayGain delivers all of the benefits of normalization without any of the drawbacks. It's a popular, widely-supported standard, it's flexible and effective -- and it never makes permanent changes to your audio tracks.
Replay Gain works by first performing a psychoacoustic analysis scan of the entire audio file to measure the perceived loudness and peak levels. The difference between the loudness and the target loudness (usually 89 dB SPL) is calculated; this is the gain value. Typically, the gain value and the peak value are then stored in the audio file as metadata, allowing Replay Gain-compliant audio players to automatically attenuate (or in some cases amplify) the output so that such files will play back at similar loudness to one another. This avoids the common problem of having to manually adjust volume levels when playing audio files from different albums that have been mastered at different levels. With lossy files, another benefit of Replay Gain scanning is that the peak information can also be used to prevent loud songs from clipping. Finally, should the audio at its original levels be desired (i.e. for burning back to hard copy), the metadata can simply be ignored.
Replay Gain implementations usually involve adding metadata to the audio without altering the original audio data. While the Replay Gain standard specifies an 8-byte field in the header of any file, many popular audio formats use tags for Replay Gain information. FLAC and Ogg Vorbis use the REPLAYGAIN_* comment fields. MP3 files usually use ID3v2 or APEv2 tags.
Putting ReplayGain To Work
Now that you know why RG is such an important tool, you have to deal with another issue: Finding an audio player that supports it.
Dozens of audio players work with ReplayGain. MediaMonkey -- my personal pick, and one of my favorite apps of any type -- has an "Analyze Audio" option that will determine a RG level and save that data to each FLAC as a metadata tag.
(MediaMonkey also has a "normalize track" option, and it's smart enough to warn users that normalizing will permanently alter their audio tracks. There is a reason to normalize some files, but we'll discuss that in a moment.)
Many other popular audio players, however, don't support RG. Apple's iTunes player, for example, has a feature called "Sound Check" that does roughly the same thing as ReplayGain. The problem is that Sound Check doesn't do as much as RG, doesn't do as good a job at what it does do, and isn't much good if you use anything besides iTunes and an iPod.
(ArsTechnica has a good article that explains why Sound Check is inferior to ReplayGain. It also discusses a Mac OS X app called iVolume that solves at least some of these problems if you're dead-set on using iTunes to manage your music library.)
It probably won't surprise you to hear that Windows Media Player doesn't support ReplayGain, either. Then again, WMP doesn't offer native FLAC or OGG support, does enforce Microsoft's revolting DRM technology, and does a terrible job at managing large audio libraries. It isn't a serious digital audio tool -- period -- and I won't waste any more words on it in this guide.
The Exception To The Rule: When To Normalize
So, when should you use normalization instead of ReplayGain? When you want to transfer tracks to a portable media player.
Actually, that isn't always true. Portable players from about a half dozen vendors, including most Apple iPods, support Rockbox: open-source software that replaces a player's factory-installed firmware (the built-in software that runs the player). Rockbox allows players to handle RG metadata; adds support for more than 20 audio formats, including FLAC and OGG; and loads lots of other neat features.
The downside is that only one manufacturer -- SanDisk -- has expressed any interest in the Rockbox project. The others, including Apple, don't officially support Rockbox and generally take a dim view of users who replace their factory firmware with it.
If you don't want to take the plunge with Rockbox, or if your portable player doesn't work with it, then you can still employ a regular, permanent normalization process to your audio tracks before you transfer them.
In most cases, you will want to stock your portable player by making lossy copies of your master FLAC audio tracks. In MediaMonkey, for example, I maintain a separate archive of duplicate MP3 tracks to play on my iPod. When I create these MP3s, I use the MediaMonkey "normalize" option on them, so they will have a dynamic range that is more suitable for listening with earbuds.
Sure, it's a bit more work to keep all of this straight, using ReplayGain when it's appropriate and normalization when it isn't. But like most of the other steps in this guide, the work you put into this process up front will pay big dividends over the years to come.
NEXT TIME: Why DRM spells bad news.
