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rbl
2008-10-18, 05:20
Currently each press of the volume button makes only a tiny difference to the volume. Is it possible to program it so that each button press changes the volume by say 2dB, or the equivalent to say 3 increments?

Valentino
2008-10-20, 11:01
I would strongly object to a coarser default volume step than the current 0.5dB, but maybe one could ask for an option in SC to choose from 0.5, 1 and 2dB steps?

rbl
2008-10-20, 13:22
an option would be idea and presumably not diificult to implement if it is not there somewhere already. Many preamps/surround processors have such a facilty

iPhone
2008-10-20, 21:06
Currently each press of the volume button makes only a tiny difference to the volume. Is it possible to program it so that each button press changes the volume by say 2dB, or the equivalent to say 3 increments?

My thought on volume has been that the first 50 percent be in 1dB steps and the last 50% be in .5dB steps. I never have a problem getting it just right on the low end with 1dB steps, but it is always just one click to much or one click not enough using 1dB steps on the high end. The too loud or just not loud enough but another step is to much problem.

Since I think this is very hard (or read expensive) to implement, I would rather deal with all .5dB steps having to wait longer to get exactly where I want to be verses not having exactly the level I want. YMMV.

Howard Passman
2008-10-21, 11:33
Of course it would only be for the SBC, but that's a start.

Skunk?

Howard

bpa
2008-10-21, 14:01
An extract from the code in file Squeezebox2.pm

AFAICT the volume ramp is table driven and non linear - finer at low volume than at high volume.

Also you need to get confirmation from developers that the volume ramp is the same for all products. I think Boom has fine control at low volume as users in bed complained of not being able to go quiet enough when going to sleep.



# The original Squeezebox2 firmware supported a fairly narrow volume range
# below unity gain - 129 levels on a linear scale represented by a 1.7
# fixed point number (no sign, 1 integer, 7 fractional bits).
# From FW 22 onwards, volume is sent as a 16.16 value (no sign, 16 integer,
# 16 fractional bits), significantly increasing our fractional range.
# Rather than test for the firmware level, we send both values in the
# volume message.

# We thought about sending a dB scale volume to the client, but decided
# against it. Sending a fixed point multiplier allows us to change
# the mapping of UI volume settings to gain as we want, without being
# constrained by any scale other than that of the fixed point range allowed
# by the client.

# Old style volume:
# we only have 129 levels to work with now, and within 100 range,
# that's pretty tight.
# this table is optimized for 40 steps (like we have in the current player UI.
my @volume_map = (
0, 1, 1, 1, 2, 2, 2, 3, 3, 4,
5, 5, 6, 6, 7, 8, 9, 9, 10, 11,
12, 13, 14, 15, 16, 16, 17, 18, 19, 20,
22, 23, 24, 25, 26, 27, 28, 29, 30, 32,
33, 34, 35, 37, 38, 39, 40, 42, 43, 44,
46, 47, 48, 50, 51, 53, 54, 56, 57, 59,
60, 61, 63, 65, 66, 68, 69, 71, 72, 74,
75, 77, 79, 80, 82, 84, 85, 87, 89, 90,
92, 94, 96, 97, 99, 101, 103, 104, 106, 108, 110,
112, 113, 115, 117, 119, 121, 123, 125, 127, 128
);