Old 04-04-2017, 01:50 AM   #1
bezusheist
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Default Reaper doesn't normalize to 0dBFS ?

why doesn't Reaper's (item processing) "normalize items" normalize to 0dBFS ?
would be nice if it did...

here are the values when normalizing...



basically, it seems to be normalizing to 0.999 instead of 1.

edit: i removed the JSFX i made because unfortunately it does not work for every situation. also replaced the pic with a more accurate one.
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Last edited by bezusheist; 04-08-2017 at 03:58 AM.
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Old 04-04-2017, 09:15 AM   #2
Justin
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is the item in question at the same samplerate as the audio device? and no timestretch being used?
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Old 04-04-2017, 09:26 AM   #3
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Quote:
Originally Posted by Justin View Post
is the item in question at the same samplerate as the audio device? and no timestretch being used?
yes, the audio file (item) is at the same sample rate and bit depth as Reaper(64).
i am testing at 44.1 kHz and 64 bit float mix engine and audio files. i have "none" selected for audio device but i have tried with "default system devices" selected and it doesn't make a difference.
i have tried a few different source/test files to make sure the numerical figure is consistent, and it is. (but i have not tested every possibility)
there is no time stretching or anything else happening.
i import a track, right click > item processing > normalize items.
i have also tried with one SWS action and i get the same result.
i can post a file or project if needed.
thanks

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Old 04-04-2017, 09:34 AM   #4
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Is'nt this right though? it's 0.008(hundreds) over half- and meters only really read 0.00(tens)?
I thought it must be slightly below 0 to not 'clip'? a tolerance of w/e.
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Old 04-04-2017, 09:38 AM   #5
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Quote:
Originally Posted by Bri1 View Post
it's 0.008(hundreds)
0.008 = 8 thousandths of a dB FYI.
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Old 04-04-2017, 09:47 AM   #6
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KISS.It's over halfway.
Anything-upto,but not over<>?
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Old 04-04-2017, 09:45 AM   #7
bezusheist
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Quote:
Originally Posted by Bri1 View Post
Is'nt this right though? it's 0.008(hundreds) over half- and meters only really read 0.00(tens)?
I thought it must be slightly below 0 to not 'clip'? a tolerance of w/e.
at 0 dBFS is not clipping, over 0 dBFS is clipping...(also, with Reaper's faders you have about 15 decimal places of "precision" for a gain change, not just the 2 that you can see on most meters )
and don't even get me started on "the red light" coming on before 0 dBFS...

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Old 04-04-2017, 09:49 AM   #8
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Quote:
Originally Posted by bezusheist View Post
and don't even get me started on "the red light" coming on before 0 dBFS...
That's precisely why my other reply was so short.
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Old 04-06-2017, 03:19 PM   #9
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Quote:
Originally Posted by bezusheist View Post
at 0 dBFS is not clipping, over 0 dBFS is clipping...
Are you sure about that? Maybe you are right, but I'm not sure. I'm thinking of the fixed-point representation you get when you render to 16-bit or 24-bit PCM.

For example, suppose you're rendering to 2-bit PCM. 2-bit PCM samples can take 4 values total:

11
10
01
00

Reordering to put 0 in the middle:

01
00
11
10

But there is no middle, since the number of possible values is even. Different audio software deals with this dilemma in different ways. Some might map like this:

Code:
+1.0 amplitude -> CLIP
+0.5 amplitude -> 01
 0.0 amplitude -> 00
-0.5 amplitude -> 11
-1.0 amplitude -> 10
In that case, 0 dB may or may not be a clip, depending on whether it corresponds to -1.0 amplitude or +1.0 amplitude.

16-bit and 24-bit PCM have the same issue. I don't know how Reaper maps floats to fixed-point PCM, but it's a factor.
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