Quote:
Originally Posted by
badmark
β‘οΈ
I do indeed have your other plugin, but I didn't really mean gaming the lufs metric as such, more when I take a look at the reading every once in a while once a tranche of mixing has been done to see it higher rather back down at -24 lol
Sorry I mis-read you (English isn't my native language, so mistakes do happen

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Yes, the slew-rate and final volume of the song does fight against each other by the very nature of how it all works.
Raising the volume automatically also raises the slew-rate, since obviously higher volume requires higher slew-rates.
So balancing those 2 is indeed, pun intended; a balancing-act
And even worse; when an end-listener turns up the volume on their system, they also could run into slew-rates that are too fast for their system to handle without distorting.
I don't know how quick modern ear-plugs, such as air-pods, are when it comes to how fast they can slew without distorting, but since I'm sure a lot of people do listen to music on such devices (And probably often on very high volumes too) I do think it is a potential weak-spot that it's easy to over-look when trying to balance ones music as efficient as possible.
I just recently shifted from dynamic head-phones to planar, and one of the most immediate things I noticed was how much better the planar ones are at transients (And thus faster slew-rates)
On the dynamic ones it always sounded kind of soft (But distorted, as I can hear now that I have the new head-set to compare on), and is very possibly one reason I never really heard my own music as being too bright.
On the planar ones I can much more clearly hear the 'ticks' of fast slews. They don't distort, as the dynamics do, but instead play the actual ticks which come across as increased sharpness and brightness.
And if air-pods are anything like dynamic head-phones (Which I'm guessing they are, but I don't know, I'm just speculating about them here as I've never tried air-pods myself) then they may mask faster slew-rates as brightness-distortion.
And that's perhaps an entirely different can of worms; the stuff people listen to music on, which may be significantly worse than what we use to create music on
I saw a youtube-video, not long ago, where this person was saying that his recommended way to master music was to master it to the lowest common denominator. So basically to master it so it sounds good on a poor system, because if a poor system can handle it without distorting, then a good system can too.
I don't know if that's really the best advice (Personally I always just try to make it sounds as good as I can on my own equipment, and my own ears, not really worrying about what better or worse equipment other people might hear it on, or how much better or worse their hearing might be. Mine tops out at around 13 kHz, so anything above that is something I can't really control reliably anyway, even if I used the best available technical equipment, and therefore prefer to tug away by low-passing it slightly to make sure it doesn't do anything too obscure that I'm not aware of), but I can certainly see a kind of logic in such an advice; if it works on a low-end system, then certainly a high-end system will also be capable of handling it.
But it's a double-edged sword really, and I'm not sure there's an easy fits-all solution (Now, since you mentioned rabbit-holes earlier, THAT's definitely also a rabbit-hole one could easily disappear in for a very long time

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