Haven't found one yet and hoping someone could give an answer here.
I know PowerAMP has it on a roadmap. Rockbox is supposedly working on an app. Haven't found something that works.
Appreciate your help.
Something that works....
Mp3Gain for the PC. Simply add entire music collection, set level, run job and then copy to phone.
And the kludgy solution it is :/
Thx.
MP3Gain
Hi,
that is a possible workaround but no solution for people with a big database and sense of quality since reencoding means loss of quality and time.
I'm looking for a media player with Replaygain as well.
Ah, I would like this too!
measel said:
that is a possible workaround but no solution for people with a big database and sense of quality since reencoding means loss of quality and time.
Click to expand...
Click to collapse
MP3Gain is only lossy in extreme cases, as it merely alters global gain, which is a parameter of the mp3 format. It also adds tags with info, so changes can be undone.
But yes, it's just a workaround and pretty annoying. A player with ReplayGain is needed - hopefully one that can kill the retarded inbuilt compression of many handsets.
mp3gain is a workaround just in cases in which all your collection is in mp3.
As ogg vorbis gives a better quality at same file size, most of my collection is in this format.
Just tried the latest build of rockbox, at
http://audio-life.co.uk/apps/rockbox_android/
Worked for my nexus s, and tried it does support replaygain!
The interface is really kludgy though.
poweramp seems to support replaygain now!
Motorola Defy CM72120121, german Froyo base
measel said:
poweramp seems to support replaygain now!
Motorola Defy CM72120121, german Froyo base
Click to expand...
Click to collapse
It is having this issue though:
http://forum.powerampapp.com/index....otificationtextringtone-and-playing-poweramp/
Just to clear up a misconception that seems to have arisen in the thread. Using MP3Gain is not at all detrimental to quality. It doesn't alter the music track at all but instead adds replaygain data to a tag.
There's no 'lossy' to it at all. As for 'kludgy'... in-app, on the fly replaygain will be shockingly bad in comparison to the MP3Gain method.
i just read about mp3gain and there are two methods. one of then does alter the mp3-file but losslessly! and it even creates tags to undo that process. but that only works for mp3. which really is an outdated format.
DirkGently said:
Just to clear up a misconception that seems to have arisen in the thread. Using MP3Gain is not at all detrimental to quality. It doesn't alter the music track at all but instead adds replaygain data to a tag.
There's no 'lossy' to it at all. As for 'kludgy'... in-app, on the fly replaygain will be shockingly bad in comparison to the MP3Gain method.
Click to expand...
Click to collapse
I know this is an old thread, but after doing many months of researching, I would not advise using mp3gain, that is of course unless you're sure you want to permanently modify your mp3 files. The "lossless" method does not just simply write tags in the files. It does do that, but that's not all it does. All it writes to the tag is the UNDO information. What happens if you bork your APE metadata and you want to undo it? You're screwed.
Anyway, I'm reviving this thread because I've been struggling in all the years I've had an android device to find a suitable music solution.
Currently, the music player I use that supports ReplayGain is DeaDBeeF. And it's free. Unfortunately, it doesn't load album art correctly. The dev said months and months ago that he was working on it, but I haven't seen any updates. It now has a holo themed UI, but it's not the most attractive, though It's not necessarily ugly (imo).
Winamp supports RG, but only if you pay for the PRO version.
There were other free players on the market that supposedly support RG, but a couple of them had the exact same description while coming from different developers. Seemed shady to me. And most of them looked fairly ugly. The only one I tried had some weird option for controlling the strength of the RG. That seemed odd to me, as the value for RG itself determines the dB. So I had to question whether it was really using the RG values, or doing something kludgy with it.
I wonder how hard RG support is to actually code. If a small, simple player like DB has it built in for free, surely we can add it to Apollo?
measel said:
Hi,
that is a possible workaround but no solution for people with a big database and sense of quality since reencoding means loss of quality and time.
I'm looking for a media player with Replaygain as well.
Click to expand...
Click to collapse
Even, 8 thousand sounds is time consuming with this. I have done each artist separately so far with what I got but to keep doing this because a player does not have same volume option on it, and especially 2 out of 3 players does not have this option, is stupid. Especially paid for the apps, and the devs do not even want to bother to add it. Actually, I only asked BlackPlayer dev to add it, and they won't even bother.
They rather spend more time on customizing looks, than adding audio features. It is a freaking audio player ffs. The 3 players I have paid for are Poweramp, Stellio, and BlackPlayer. Currently, using Stellio because the audio is comparable to Poweramp, but not using Poweramp because I was so called patiently waiting for v3 beta, but max is taking forever.
I love the look of Stellio and also the audio set to preset bass&treble is just awesome sounding on the builtin equalizer. With my Samsung Galaxy J3 Luna Pro, I got the media volume limiter set to where it is max volume without going more louder and hurting my ears, which is another nice feature, but the ones that are loud enough maxed are great sounding, until the lower tracks start, and they are not so great at lower volume.
That is why I am after this going to email Stellio dev and ask about adding replaygain or something like Spotify has in settings, under options for enabling same volume for all tracks or songs.
I was going to suggest jetAudio Plus and foobar2000 but don't bother. Those apps are too unstable.
There are a lot of Android players with ReplayGain support:
Omnia, GoneMad, Vanilla Music, foobar2000 Mobile, AIMP, Vinyl Music Player, Pulsar, Oto Music, Poweramp, Neutron Player, PlayerPro, jetAudio, MediaMonkey, FiiO Music, and probably a few more that I don't know of.
All of them can use per-album ReplayGain, those which don't have an option for it in the settings automatically choose it over per-track ReplayGain.
All but jetAudio, MediaMonkey and FiiO Music allow you to reduce loudness for tracks without ReplayGain metadata.
GuestX00320 said:
That is why I am after this going to email Stellio dev and ask about adding replaygain or something like Spotify has in settings, under options for enabling same volume for all tracks or songs.
Click to expand...
Click to collapse
I don't think you want what Spotify has in its settings, it ruins audio quality for many songs by raising their volume with the help of dyamic compression.
Because volume levels on Spotify are already quite similar the option is not that useful anyway. That's because Spotify, before reencoding, already does some normalizing. From what I've read they probably set the peaks of all albums to -2dB, then lower the loudness of all albums with a loudness above -14 LUFS to a loudness of -14 LUFS, which means only tracks with huge dynamic range should have non-optimal loudness relative to the other tracks.
I would leave that option off unless you're in a very noisy environment.
Has anyone noticed low frequency distortion when playing MP3s (and perhaps other audio formats) in the Sense Music Player? It's subtle, but definitely there. It's more noticeable in music with lots of bass. I know it's the Sense Music Player's fault because PowerAMP sounds just fine playing the exact same MP3s. Since SRS WOW can only be enabled in the Sense Music Player, that's the one I want to use. PowerAMP's equalizer, despite what people may say, is garbage. Aside from the low frequency distortion, the Sense Music Player sounds way better than PowerAMP when SRS is enabled.
The distortion I'm talking about doesn't seem to interfere much with the actual music quality. It's just an annoying, low-pitched popping noise that you can hear in the background so to speak. I hear the sound regardless of whether SRS is enabled or not. The equalizer can be on or off too. It's even there when listening to music via Bluetooth A2DP. I have several high quality headphones and the distortion effect is present in all of them.
I've tried several different ROMs and kernels (including the stock) and the issue has been present in all of them. Has anyone had the same experience? To be clear, I'm not looking for advice on what to use besides the Sense Music Player to avoid this issue. I've tried them all and they're all garbage. The Sense Music Player with SRS WOW enabled is the closest thing to my HD2 with the SRS WOW HD software audio driver. The HD2 (running WinMo 6.5.3) sounds better than any portable music player I've ever heard. You have to know what equalizer settings to use in the SRS control panel for the type of music you're listening to, of course. I just want to see if others can confirm my findings. Any help would be appreciated. Thank you.
I find the sense player to be almost worthless, particularly in dock mode. Is suggest go.do.g another player.
Sent from my ADR6400L using XDA App
funkybside said:
I find the sense player to be almost worthless, particularly in dock mode. Is suggest go.do.g another player.
Sent from my ADR6400L using XDA App
Click to expand...
Click to collapse
You must not have read my entire post. I specifically said that I'm not looking for someone to recommend using another music player. I am concerned about the sound quality. I know of no other music player that can take advantage of SRS WOW capabilities of this phone. Aside from the distortion I described, the sound quality of the Sense player is better than anything else available.
I have noticed weird pops too when I'm using Pandora
my Tbolt is bone stock
Ok, I know this isn't an audiophile forum per se, but I think we'd all agree that the Infuse coupled with Voodoo Control is a high-end portable music player.
I've recently been re-ripping all of my CDs to FLAC using MediaMonkey Gold. I thought I found the perfect audiophile quality format, albeit heavy on space. I uploaded them to Google Music and downloaded the same songs just to compare. What I've found is my music sounds flat, tinny, and dead whereas Google Music sounded lively and clear while the bass trembled cleanly with no distortion through my Shure E4Cs. The E4C's strong suit is clarity but kind of lacks in the lower frequencies. To hear bass thump and roll while still being able to hear Eminem pronounce every syllable as well as being able to discern every hi hat and snare all at the same time... its quite short of amazing!
So to save myself from having to re-buy every CD that I own through Google Music, what are some of the programs and methods you use to rip an audio CD? Also, am I wrong to believe that every CD drive should be able to produce the same quality file? If not, then I guess I'm just out of luck.
www.exactaudiocopy.de/
http://wiki.hydrogenaudio.org/index.php?title=EAC_and_Flac
big ups on being an Eminem Fan also
After talking to numerous people about how to improve the sound quality on their particular device, it seems this is an appropriate venue.
Maybe this can save some time for current and new developers. I wonder how many new developers attempt to "fix" an audio problem without knowing that a fix is either not necessary or futile. In particular, with Beats Audio being the new fad. This post is for everyone... newbies, moderate and advanced users/developers.
First, file format is the number one factor in sound quality. MP3s basically suck... and Apple's file format is not much better. So much audio information is lost due to compression that no matter how good the amp or headphones one uses, they do nothing to improve the inherent quality.
2. Always use .FLAC or .WAV for lossless and best sound possible.
3. Beats Audio is not much more than a gimmick. To hear the intention of the artist, one should listen to the music 'flat ' with no equalization at all. Otherwise, if you really like to enhance the bass, then just use the basic bass tone control on your favorite audio player.
4. I recommend the Sennhieser Headphones with the best frequency response you can afford. This is just a recommendation, so use what ever company you favor. Just look for frequency response to ensure you are hearing all the music is outputting. If you love bass, then the low end of frequency should be around 25 or 30 Hz. High end should not be below 15kHz. Optimally, your cans should reproduce 20Hz to 20kHz.
5. I use Power Amp app on my X2 because it plays all audio files... I don't know all the apps available that play WAV and FLAC, but ensure it does.
6. The headphone jack is the best quality save the HDMI port... unless someone finds a way to export audio from the USB port. This can be a legitimate goal for developers!
Bluetooth or any over-the-air method degrades the audio to at least some degree (Bluetooth is probably the worse).
7. For super audio files, get your music at www.hdtracks.com. This is the only place I've found that sells super audio files online.
Otherwise, rip directly from CD or DVD to WAV or FLAC. NEVER move from an MP3 (or other compressed format) to WAV or FLAC. Just remember, quality in = quality out.
I hope this helps those who care about music quality and inspires developers to improve upon the technology available. Thank you for your time!
Droid X2 CM7
Thanks for sharing. useful information!
These are some interesting ideas for the audiophiles, but many people can't notice a difference between a FLAC or an 320k MP3 file. Still i think all devices should come with FLAC codecs and other types that are becoming popular.
Using the USB to export audio it can eat a lot of battery imo. Supposing that you will connect a DAC to the device... But i agree with you on the Sennhieser headphones, if you want good sound go for it
I have mixed reviews from Galaxy Note users about my free Speaker Boost app (source code is here). The app is supposed to boost media volume (in the usual way, by using the Equalizer API). Most reviewers say it doesn't work, but one says it works.
I'd like to get to the bottom of this. To that end, I'm posting here. If anybody wants to try it (heeding all the warnings; if you use Speaker Boost at too loud a setting, you can bust a speaker--three or four reviews, for other devices, testify to this; my feeling is that it's safer for voice than music), I would appreciate reports.
If it works for some but not all people, maybe we can try to figure out what the differences are. If it works for nobody, I have another idea how to get it working, but I'll need help from users.
Working for me, Criskelo v8 & Speedmod Kernel 3-6 just incase it matters.
Is there anybody it doesn't work for?
It does not work on the Stock Music Player since it has its own equalizer presets but works on other players on ICS and I assume it will do the same on Gingerbread. The increase in sound is not that loud but this little boost is definitely nice.
Most sound boosting apps do not work on the stock music player. You should probably mention it on the description to avoid getting bad reviews.
Final5k said:
It does not work on the Stock Music Player since it has its own equalizer presets but works on other players on ICS and I assume it will do the same on Gingerbread. The increase in sound is not that loud but this little boost is definitely nice.
Click to expand...
Click to collapse
Hey, you're right. On my Epic 4G Touch with 2.3.6, it also doesn't work in the stock music player (well, actually, I don't use Speaker Boost myself, but instead I use Earpiece, which has some additional functions, but it does the audio boost the same way). I've never used the stock music player before, actually (I never listen to music; I use sound boost for movies and audiobooks). Thanks for the hint that the stock music player's equalizer is overriding this. I think that at on some devices I can override the stock music player's equalizer by grabbing the session ID of the music player audio session from the log, and attaching an equalizer to it with higher priority than the music player's equalizer. I will experiment with that when I have some time.