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Spotify joins streaming services that lower the overall volume of songs. This can greatly contribute to the fight against modern music without dynamic range.

The three most common methods of loudness measurement are currently dBFS, RMS and LUFS. While dBFS shows the peak volume of a given sound wave, RMS is a bit closer to human perception as it shows the average volume. LUFS should reflect human perception most faithfully, as it gives more weight to frequencies to which the human ear is more sensitive, i.e. medium and higher (from 2 kHz). It also takes into account the dynamic range of the sound, i.e. the differences between the loudest and quietest parts of the sound wave.

The LUFS unit was established in 2011 as one of the standards of the European Broadcasting Union, an association of radio and television stations with members from 51 countries and outside Europe. The purpose of the new unit was to use it to establish television and radio loudness standards, with the main motivation being large differences in loudness between programs and commercials, for example. A maximum volume of -23 LUFS was established as the new standard.

Of course, radio is a minority source of music today, and streaming services and online music stores are more important for the reference volume for which music is created. Therefore, it is significant that lower values ​​were measured on a large sample of songs from Spotify in May than before. Decreased from -11 LUFS to -14 LUFS.

Spotify was the loudest streaming service until now, but now the numbers are closing in on competition in the form of YouTube (-13 LUFS), Tidal (-14 LUFS) and Apple Music (-16 LUFS). This across-the-board reduction and leveling of volume across entire music libraries should significantly impact one of the worst trends in music production over the past few decades - loudness wars (volume wars).

The main problem of loudness wars lies in excessive compression and reduction of dynamic range, i.e. equalizing the volume between quieter and louder passages of the song. Since when exceeding a certain volume during mixing (determining the volume ratios between individual instruments and influencing the character of their sound as a space, etc.) sound distortion would occur, compression is a way to artificially increase the perceived volume without the need to increase the real volume.

Music edited in this way attracts more attention on the radio, TV, streaming services, etc. The problem of excessive compression is primarily the constantly loud music tiring the hearing and the mind, in which even an otherwise interesting mix can be lost. In extreme cases, distortion can still appear when trying to achieve the most expressive volume perception during mastering.

Not only are initially quieter passages unnaturally loud (a single acoustic guitar is as loud as the whole band), but even passages that would otherwise stand out lose their impact and organic character. This is most noticeable when compression is done to match louder passages to quieter ones and then increase the overall volume. It is even possible that the composition has a relatively good dynamic range, but the sounds that would otherwise come out of the mix (transients - the beginnings of notes, when the volume rises sharply and decreases similarly sharply, then recedes more slowly), are "cut off" and on their only the distortion caused by the artificial reduction of the sound wave is present.

Probably the most famous example of the consequences of loudness wars is the album Death magnetic by Metallica, whose CD version caused a stir in the music world, especially compared to the album version that later appeared in the game Guitar Hero, was not nearly as heavily compressed and contained much less distortion, see video.

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Since LUFS takes into account dynamic range and not just peak volume, a track with a higher dynamic range can have significantly louder moments than a heavily compressed track and still maintain the same LUFS value. This means that a song prepared for -14 LUFS on Spotify will be unchanged, while an apparently much louder compressed song will be significantly muted, see images below.

In addition to volume reduction across the board, Spotify also has a volume normalization function enabled by default - on iOS it can be found in playback settings under "normalize volume" and on desktop in advanced settings. The same feature (just called Audio Check) was supposed to be one of the major ways to combat extremely compressed music in iTunes, where it can be turned on and off (iTunes > Preferences > Playback > Sound Check; in iOS Settings > Music > Equalize Volume) and in iTunes Radio launched in 2013 where it was one of the features of the service and the user had no option to turn it off.

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Is low dynamic range always just a commercial decision?

The possible end of the loudness war has been talked about a lot, and it only started recently after the label started to be used in the first place. It seems that this should be desirable for listeners, as they will be able to enjoy music with a greater dynamic range and a more complex sound without the distortion caused by extreme compression. It is questionable how much the loudness wars influenced the development of modern genres, but in any case, for many of them dense sound with a small dynamic range is a specific characteristic rather than an undesirable anomaly.

You don't even need to look at extreme genres, even a lot of hip-hop and popular music relies on punchy beats and constant volume levels. For example, an album Jesus Kanye West uses extreme sound as his aesthetic, and at the same time, he does not aim at all to initially engage the listeners - on the contrary, it is one of the least accessible projects of the rapper. For projects like this, the normalization and volume reduction could be considered, if not necessarily intentional, but still a kind of restriction of creative freedom.

On the other hand, the ultimate volume control is still in the hands of the listener on their particular device, and the need to turn up the volume a bit for some specific music projects for the potential to improve the sound quality of a music production in general doesn't seem like too much of a toll.

Sources: Vice Motherboard, The Fader, The quietus
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