Audio: speech leveler (auto gain to -20 dBFS speech, -6..+20 dB, gated) between gate and compressor; honest mic meter (drop the +10 dB display boost and x1.2). Creator upload measured -28.5 LUFS; same audio through the new chain: -17.9 LUFS / -0.7 dBFS peak (Unit: audio loudness)
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@@ -16,18 +16,20 @@ public sealed class AudioLevelMeter
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/// <summary>
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/// Maps a linear level (0..1) onto the meter's display scale: -60 dBFS..0 dBFS
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/// spread linearly across 0..1, with +10 dB of input amplification. Linear RMS
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/// of real speech or game audio is ~0.01..0.1 (-40..-20 dBFS), which leaves a
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/// flat (linear) meter looking dead; the log scale makes typical levels occupy
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/// the bar and the amplification pushes real speech peaks into the red zone
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/// (0.8+) at maxed volume instead of hovering at its edge. Inputs at or below
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/// -60 dBFS (0.001 linear) read as zero — the meter never idles on background noise.
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/// spread linearly across 0..1 — an HONEST dBFS scale. Linear RMS of real speech is
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/// ~0.01..0.1 (-40..-20 dBFS), which leaves a flat (linear) meter looking dead; the
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/// log scale makes typical levels occupy the bar. Inputs at or below -60 dBFS
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/// (0.001 linear) read as zero — the meter never idles on background noise.
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/// <para>2026-10-09: the +10 dB "input amplification" that used to sit here is gone.
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/// It made a −30 dBFS voice look dialed in, and a creator's upload came out at
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/// −28.5 LUFS. The speech leveler now puts voice at −20 dBFS, which lands at 2/3 of
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/// the bar (the green/yellow edge); loud peaks reach the red.</para>
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/// </summary>
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public static float ToDisplay(float linear)
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{
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if (linear <= 0.001f)
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return 0f;
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var db = 20f * MathF.Log10(linear) + 10f;
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var db = 20f * MathF.Log10(linear);
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return Math.Clamp(1f + db / 60f, 0f, 1f);
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}
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