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Originally posted by john33
Just to be a bit different, I've produced a version of replaygain that I've called WaveGain, for want of a better name, that applies the ReplayGain algorithms to the original wave file.
Groovy. I whipped up a quick-n-dirty program named "WavGain" when I did the first C implementation of the Replay Gain algorithms for David. My program, though, doesn't handle wildcards, and it only analyzes .wav files and spits out the results. It does not go back and apply any changes. At the time I didn't want to deal with clipping issues, and I was more interested in implementing the mp3 version.
So your program sounds quite superior
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I haven't looked at the MP3 version, but Garf's ogg version, and I imagine they must be the same, converts the ogg files to waves, and then inputs the waves to the replaygain algorithms.
Yup. That's how mp3gain calculates the suggested Replay Gain values. What it
does with those values (apply them directly to the mp3) is different from what the ogg version does (store the values in a special field), but I think everyone's already clear on that point...
As for the original question about volume difference between ogg replaygain and mp3gain, it's quite likely that the ogg version uses 83 dB as specified by the Replay Gain proposal. Because mp3gain modifies the mp3 file directly, I bumped the default up to 89 dB. That stopped
numerous newbie "It's making my mp3s too quiet for my portable!" complaints.