Player volume (hopefully) shouldn’t play a big role here. It must be
taken into account that we might want to stream synced to more than one
player, so the base stuff should be done before, as lightweight as
possible, and preferably only once. (Allowing to generate one
»corrected« signal and distribute that to all players involved, thereby
reducing computing overhead in the server. Don’t know if this is
feasible with the current architecture.)

A digital signal has only so many bits of resolution, so one question
might be -where- to apply a loudness change: At the -start- of the
chain (thereby reducing the number of usable bits in the »signal«), or
at the -end- of the chain (thereby being able to transport the full
dynamics of the signal and somehow tell the destination DAC to
»reduce/increase by x«).

Probably a decision that needs to be based on the current
hardware/firmware possibilities.

Added some further comments to the bug.


-- 
Moonbase

Moonbase: 'The Problem Solver' (http://www.kaufen-ist-toll.de/moonbase)
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