Mute Volume Feature
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January 2, 2015 at 9:55 pm #391526
On the game data page in Magma, exactly how does this feature function properly? I tried using this recently and I’ve been setting it to -50 volume, expecting the stems to cut the volume in half. Playing it, it mutes in its entirety. Other times however, it works.
Please explain if I’m missing something or if this is a bug.
Thank you.
January 2, 2015 at 9:59 pm #435584It’s the attenuation level in dB.
January 2, 2015 at 10:14 pm #435585A change in power by a factor of 10 corresponds to a 10 dB change in level. A change in power by a factor of two approximately corresponds to a 3 dB change.Try -3 dB if you want to halve the volume. When you change the volume by -50 dB, that’s 100,000 times quieter.
January 3, 2015 at 1:59 am #435597Didn’t work. Still same results. Plus it doesn’t explain when it works sometimes despite me setting it to -50. It usually gets it to work that way if I overwrite a file a second time but sometimes there’s no change either.
January 3, 2015 at 2:31 am #435600Didn’t work. Still same results. Plus it doesn’t explain when it works sometimes despite me setting it to -50. It usually gets it to work that way if I overwrite a file a second time but sometimes there’s no change either.If you change any metadata you need to change the song ID too, otherwise the changes won’t be reflected in the cache.
January 3, 2015 at 2:54 am #435601Still didn’t work.
I changed the ID of 2 songs with -3 mute volume. It’s muting entirely.
January 3, 2015 at 3:15 am #435603You need to be clear in what you’re asking.
There’s attenuation values in the Audio tab. Those apply per track.
If you have a multi-track song, the attenuation value you put in Magma is how much the game will attenuate (lower the volume of) that specific track. This is how you can keep the original volume levels of the stems but make the game mix match your liking.
There’s also the Mute Volume levels for the tracks and for the vocals in the Game Data tab.
If you have questions on how those work, please click on the question mark help icon and read the help information.
January 3, 2015 at 3:16 am #435604Still didn’t work.I changed the ID of 2 songs with -3 mute volume. It’s muting entirely.
Then you’re doing it wrong. The attenuation field is a pretty straightforward option and also -3 is pretty common for an attenuation value. Check that your songs actually are being loaded as new songs and check that the audio isn’t very low to being with, but it’s not like it doesn’t work, it’s something on your end.
January 3, 2015 at 3:40 am #435606I changed the IDs like you said so pray tell what AM I doing wrong?
January 3, 2015 at 3:46 am #435607The default in-game value for instruments is -96.0; For vocals it’s -12.0If you want the game to cut the audio down to half of what it would normally cut it down to, you’d need to put -48, which -50 is pretty close to.
Are you rebuilding your cache? If your songs.dta has -50 for the value, and it’s not being reflected in game. Rebuild your cache. If you don’t want to lose your custom scores, then you got to balance whether you want to play around with things like this or not. All songs.dta values need to be re-read by the game. I don’t bother with anything other than rebuilding the song cache.
January 3, 2015 at 4:36 am #435609The default in-game value for instruments is -96.0; For vocals it’s -12.0If you want the game to cut the audio down to half of what it would normally cut it down to, you’d need to put -48, which -50 is pretty close to.
Are you rebuilding your cache? If your songs.dta has -50 for the value, and it’s not being reflected in game. Rebuild your cache. If you don’t want to lose your custom scores, then you got to balance whether you want to play around with things like this or not. All songs.dta values need to be re-read by the game. I don’t bother with anything other than rebuilding the song cache.
That’s fine. I don’t care about the scores, although re-rating the songs will be a bit tedious.
January 4, 2015 at 3:08 am #435634After further experimentation, I found that numbers between -7 and -10 are about the half-point for some reason. -48 completely mutes it and -3, while noticeable, isn’t intense enough. I don’t know what those numbers are based on but I’m not an audio expert.
January 4, 2015 at 3:14 am #435636I don’t know what those numbers are based on.http://en.wikipedia.org/wiki/Decibel
As I said, it’s the level of attenuation in dB. As Nyx hinted, decibels are a logarithmic unit so they’re non-linear, check the table at the Wikipedia page linked to know more.
January 5, 2015 at 4:21 am #435685The default in-game value for instruments is -96.0; For vocals it’s -12.0If you want the game to cut the audio down to half of what it would normally cut it down to, you’d need to put -48, which -50 is pretty close to.
Important to note is that, if this is a straight-up dB adjustment (I don’t know how the game handles it), -96 is definitely overkill, so even -48 ends up being overkill in most cases. It’s kind of like how I set my vols to -999 when capturing audio (even though I don’t really need to).
January 5, 2015 at 4:50 am #435687Interestingly, I found that -50dB doesn’t always give you a silent audio file, as cPlayer shows (0 volume = -50dB, 100 volume = -0d:cool:. It does it for most songs, but not quite.
The next update to cPlayer will allow you to select which instruments to play. Combine that with knowing the volume level equivalencies I mentioned above, and you can figure out exactly what decibel amount you want to get the track to sound how you want it (provided that the folks who created SoX know what they’re doing, which I think they do).
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