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by massaman_yams
1319 days ago
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"Brickwall" limiting is about very short-term transient compression; to oversimplify things, those limiters are operating at the timespan of 1-30 milliseconds, more or less. These edits are a few hundred ms to a few seconds at a time, so it doesn't make sense that Gordon would refer to them as "brickwall". (Another problem here is that evaluating a mastered waveform's dynamic range by eye is extremely subjective, and I would argue next to useless most of the time. The way these waveforms are shown in the post, we'd be hard-pressed to tell 9db (hyper-compressed) from 14db (pretty good) by eye. Professionals have software and metering to measure this; that's a much better approach.) Bottom line: do these clumsy edits contribute to brickwalling? Really doesn't look like it, but I don't have the raw files to measure to know for sure. Are the edits good? Not in a million years. |
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You have access to the official OST of Doom Eternal (which is claimed to have the brickwalling), as well as access to the in-game versions of those tracks (which you can rip out of the game or find the already-ripped ones on youtube easily). I can certainly confirm by playing the game and listening to the ripped files myself that there was no brickwalling in the in-game tracks. However, it becomes very obvious in the official OST.