Player volume (hopefully) shouldnt 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. Dont 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) ------------------------------------------------------------------------ Moonbase's Profile: http://forums.slimdevices.com/member.php?userid=21594 View this thread: http://forums.slimdevices.com/showthread.php?t=30316
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