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(+1)

Volume settings are always appreciated! Technically, the solution is to implement volume settings and then set the default volume just a bit lower than it is now, so the default volume setting is not peaking.

Most of my audio knowledge comes from surface learning I've had to do to develop games, so I might not have a great grasp on all the terminology and jargon.

The volume of digital audio is measured and output according to how "less loud" it will be compared to the sound setting of a speaker. Peaks of volume are usually measured in decibels relative to Full Scale (dBFS), which is usually just written as decibels (dB). For example, if a peak of a sound is recorded as -6 dB, that means that the peak of the sound is 6 decibels quieter than the current volume setting of a speaker.

This means that the theoretical maximum volume for sounds on a speaker is -0 dB / +0 dB. Digital audio is usually balanced so that it peaks below 0.0 dB. If the audio peaks above this point, it's going outside the range that most speakers are set to play back. This usually results in an audio glitch called "clipping", when the sound gets "cut off" from how it theoretically should sound. That's what I mean when I say it "peaks above +0.0 dB".

It's a common occurrence in solo and small-team game development. Because video games dynamically play multiple sounds at the same time, it's relatively easy to accidentally stack sounds on top of each other that, in their combined volume, clip the audio. It's something to watch out for!

I hope this explanation was somewhat clear!

(+1)

I see. Thanks for the explanation! <3