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  2. Fade (audio engineering) - Wikipedia

    en.wikipedia.org/wiki/Fade_(audio_engineering)

    The same principle applies on a fade-out where a gradual drop in volume can be perceived in the beginning, and the fade gets more abrupt towards the end. Because of the initial drop in perceived volume, the linear shape is ideal if there is a natural ambience or reverb present in the audio. When applied it shortens the ambience.

  3. Loudness war - Wikipedia

    en.wikipedia.org/wiki/Loudness_war

    Modern recordings that use extreme dynamic range compression and other measures to increase loudness therefore can sacrifice sound quality to loudness. The competitive escalation of loudness has led music fans and members of the musical press to refer to the affected albums as "victims of the loudness war".

  4. Audio normalization - Wikipedia

    en.wikipedia.org/wiki/Audio_normalization

    Another type of normalization is based on a measure of loudness, wherein the gain is changed to bring the average loudness to a target level. This average may be approximate, such as a simple measurement of average power (e.g. RMS), or more accurate, such as a measure that addresses human perception e.g. that defined by EBU R128 and offered by ReplayGain, Sound Check and GoldWave.

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  8. Square–cube law - Wikipedia

    en.wikipedia.org/wiki/Square–cube_law

    Its volume would be multiplied by the cube of 2 and become 8 m 3. The original cube (1 m sides) has a surface area to volume ratio of 6:1. The larger (2 m sides) cube has a surface area to volume ratio of (24/8) 3:1. As the dimensions increase, the volume will continue to grow faster than the surface area. Thus the square–cube law.

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