ReplayGain is a proposed standard published by David Robinson in 2001 to measure the perceived loudness of audio in computer audio formats such as MP3 and Ogg Vorbis. It allows media players to normalize loudness for individual tracks or albums. This avoids the common problem of having to manually adjust volume levels between tracks when playing audio files from albums that have been mastered at different loudness levels.
Although this de facto standard is now formally known as ReplayGain,[1] it was originally known as Replay Gain and is sometimes abbreviated RG.
The ReplayGain Tool window should now show a list of the audio files in the directory path you selected. If these audio files are already tagged with ReplayGain data in a metadata format recognised by the tools that soundKonverter uses, these ReplayGain values should also be shown to the right of each audio file in the list. Plugins/replaygain ├── __init__.py ├── options_replaygain.ui └── ui_options_replaygain.py (replaygain is the subdirectory of the plugin directory in this case). We should probably improve the zip files to include that directory. As previously mentioned above, ReplayGain information is stored as metadata in a digital audio file in order for the sound to be correctly played at the right level of loudness. ReplayGain is a amaroK script to support replaygain tags. Using replaygain will make all your songs have the same perceived volume, making unnecesary to adjust the volume on each song change (specially if they are from different albums/artists).
ReplayGain is supported in a large number of media software and portable devices.
- 1Operation
- 3Implementations
- 3.2Portable media players
Operation[edit]
ReplayGain works by first performing a psychoacoustic analysis of an entire audio track or album to measure peak level and perceived loudness. The difference between the measured perceived loudness and the desired target loudness is calculated; this is considered the ideal replay gain value. Typically, the replay gain and peak level values are then stored as metadata in the audio file. ReplayGain-capable audio players use the replay gain metadata to automatically attenuate or amplify the signal on a per-track or per-album basis such that tracks or albums play at a similar loudness level. The peak level metadata can be used to prevent gain adjustments from inducing clipping in the playback device.[2]
Metadata[edit]
The original ReplayGain proposal specified an 8-byte field in the header of any file. Most implementations now use tags for ReplayGain information. FLAC and Ogg Vorbis use the
REPLAYGAIN_*
Vorbis comment fields. MP3 files usually use ID3v2. Other formats such as AAC and WMA use their native tag formats with a specially formatted tag entry listing the track's replay gain and peak loudness.ReplayGain utilities usually add metadata to the audio files without altering the original audio data. Alternatively, a tool can amplify or attenuate the data itself and save the result to another, gain-adjusted audio file; this is not perfectly reversible in most cases. Some lossy audio formats, such as MP3, are structured in a way that they encode the volume of each compressed frame in a stream, and tools such as MP3Gain take advantage of this for directly applying the gain adjustment to MP3 files, adding undo information so that the process is reversible.
Target loudness[edit]
The target loudness of ReplayGain utilities is 89 dB sound pressure level.[note 1] The SPL reference comes from a SMPTE recommendation used to calibrate playback levels in movie theaters.[note 2]
A more common means of specifying a reference level is relative to a full-scale signal. ReplayGain nominally plays at -14 dB relative to full-scale leaving 14 dB of headroom for reproduction of dynamic material. In contrast, the SMPTE RP 200:2002, on which the ReplayGain reference was originally based, recommends 20 dB of headroom. The more recent EBURecommendation R 128 suggests 23 dB.[6]
Track-gain and album-gain[edit]
ReplayGain analysis can be performed on individual tracks, so that all tracks will be of equal volume on playback. Analysis can also be performed on a per-album basis. In album-gain analysis an additional peak-value and gain-value, which will be shared by the whole album, is calculated. Using the album-gain values during playback will preserve the volume differences among tracks on an album.
On playback, listeners may decide if they want all tracks to sound equally loud or if they want all albums to sound equally loud with different tracks having different loudness. In album-gain mode, when album-gain data is missing, players should use track-gain data instead.
Alternatives[edit]
- Peak amplitude is not a reliable indicator of loudness, so consequently peak normalization does not offer reliable normalization of perceived loudness. RMS normalization is a little more accurate, but care must be taken not to introduce clipping, either by guaranteeing appropriate headroom or by using hard or soft limiting. (ReplayGain itself is an elaboration on RMS normalization.)
- With audio level compression, volume may be altered on-the-fly on playback (meaning 'variable gain', as opposed to the 'constant gain' as rendered by ReplayGain), but the dynamic range will be compressed. Although this is beneficial in keeping volume constant at all times, it is not always desirable.
- Sound Check is a proprietary Apple Inc. technology similar in function to ReplayGain. It is available in iTunes and on the iPod.[7]
- Standard measurement algorithms for broadcast loudness monitoring applications have recently been developed by the International Telecommunication Union (ITU-R BS.1770) and the European Broadcasting Union (EBU R128).[6]
Implementations[edit]
Audio players[edit]
- AIMP, Windows[8]
- Amarok, KDE desktop environment. Native ReplayGain support was added in Amarok 2.1.[9][10][11]
- Audacious, Unix-like systems and Windows
- Aqualung Music Player, Linux and Windows
- Banshee, Linux
- Clementine, Windows, Mac OS X and Linux
- cmus, Unix-like systems
- Cue Broadcast Audio Player, Windows[12][failed verification]
- DeaDBeeF, GNU/Linux, *BSD, OpenSolaris and Mac OS X[13]
- Exaile, Linux/GNOME desktop environment
- FLAC, the reference FLAC decoder can create a new copy with ReplayGain applied, through the undocumented option
--apply-replaygain-which-is-not-lossless
as of version 1.1.1[14] - foobar2000, Windows
- GMusicBrowser, Linux/GNOME[15]
- hunisPRO automation system, Windows[12]
- JRiver Media Center, Windows[16][failed verification]
- JavaTunes, Windows, Linux and Mac OS X[17]
- Kodi, cross-platform
- MediaMonkey, Windows
- Mixxx virtual DJ software, v1.9.0 and up
- madplay, Unix-like systems
- Mpg123, supported for only Xing/Lame/Info header
- MPD, Unix-like systems
- Muine, GNOME desktop environment
- MusicBee, Windows
- Nightingale, Linux, Mac OS X, Windows
- Play, Mac OS X[18]
- Pocket Player, Windows Mobile,[19] through the ReplayGain DSP plugin[20]
- ProppFrexx ONAIR, Windows[21]
- Pulsar+, Android
- Qmmp, cross-platform[22]
- Quod Libet, Unix-like systems. Reads ReplayGain metadata natively. Has a plugin to analyze and write ReplayGain information.
- QuuxPlayer, Windows
- RadioBOSS, Windows radio automation software[23]
- Rhythmbox, GNOME (through a plug-in)
- Songbird, Windows and Mac OS X
- SoX, cross-platform[24]
- Squeezebox hardware and accompanying SlimServer/SqueezeCenter software from Slim Devices
- VLC media player, multiplatform. Reads ReplayGain metadata natively
- Winamp, Windows
- XMMS, Unix-like systems with X11. Supports ReplayGain for Vorbis; for MP3 files, a patched version of the xmms-mad plugin which only supports APEv2 is available[25])
- XMMS2, Unix-like systems
- XMPlay, Windows[26]
- Zortam Mp3 Media Studio, Windows[27]
Portable media players[edit]
- All devices with a working Rockbox port[28]
- SandiskSansa Fuze and Sansa Clip+[29]
- iPod through other programs that convert ReplayGain data to the Apple proprietary Sound Check format (e.g. iPod Manager for foobar2000, other alternatives elsewhere on this page)
Mp3gain Download Free
Typical CD players and other legacy audio players do not support ReplayGain.
Android compatible players[edit]
- DeaDBeeF[30]
- foobar2000 for Android
- GoneMAD Music Player[31]
- Neutron Music Player[32]
- MyTunes[33]
- PowerAMP[34]
- Vanilla Music[35]
- Winamp PRO for Android[36]
- XenoAmp Music Player[37]
Scanners[edit]
- beaTunes: Writes the standard
replaygain_track_gain/replaygain_track_peak
tags and replaces theiTunNORM
metadata tag value, which is used by iTunes software and iPod music players for Sound Check volume normalization. - Ex Falso: Included plugin scans files on a per-album base, writes the standard tags into metadata.
- EZ CD Audio Converter: Music converter, CD ripper and metadata editor.
- FLAC and metaflac: Encoder can optionally generate metadata. Tagger generates metadata.
- foobar2000: Generates metadata through included plugin using EBU R128 (but at old 89dB levels) for all supported tag formats.[38]
- iVolume: Replaces the
iTunNORM
metadata tag value (optionally on a per-album basis), which is used by iTunes software and iPod music players for Sound Check volume normalization. - LAME: Encoder writes metadata to LAME tag
- MediaMonkey: Analyze Volume calculates RG values and writes them into the files as tags and into its library database
- MP3Gain: (open source) generates metadata. Can directly modify original file and write undo information as metadata.[39]
- QuuxPlayer for Windows: calculates gain values and saves them in its library database; optionally writes ReplayGain tags to files with ID3v2 tags.
- Quod Libet: Based on Ex Falso. Generates metadata through included plugin to analyze and write ReplayGain information
- Rapid Evolution: Generates metadata
- soundKonverter:[40] frontend for various audio conversion tools. Is built using KDE Development Platform and has a ReplayGain tool.
- Winamp: Generates metadata
- rgain: Generates metadata
Notes[edit]
- ^Although the original proposal specified an 83 dB SPL reference, an early departure from the proposal to 89 dB SPL was endorsed by its author.[3]
- ^Specifically SMPTE RP 200:2002 recommends an 83 dB SPL plaback level for pink noise recorded at -20 dB with respect to a full-scale sine wave. ReplayGain uses -14dB headroom and therefore has a reference 6dB higher than the SMPTE spec.[4][5]
See also[edit]
References[edit]
- ^David Robinson (2010-12-17). 'ReplayGain Specification discussion'. Hydrogenaudio. Retrieved 2011-07-12.
- ^'ReplayGain specification'. Retrieved 2011-04-15.
- ^'Does Replay gain work differtly in Media monkey'. Hydrogenaudio. 2010-10-07. Retrieved 2010-12-30.
- ^Leslie, Rob (24 February 2004). 'Replay Gain'. mad-dev mailing list. mars.org. Retrieved 2007-03-10.
- ^'ReplayGain specification'. Retrieved September 13, 2011.
- ^ abEBU (August 2011). 'Loudness normalisation and permitted maximum level of audio signals'(PDF).
- ^Sam Costello. 'Using Sound Check with iPod'. About.com. Retrieved 2010-05-11.
- ^http://www.aimp.ru/index.php?do=features
- ^'Bug 81661 - Volume normalization for amaroK'. KDE Bug Tracking System. 2004-05-16. Retrieved 2010-12-30.
- ^'Amarok 2.1 – back to the future'. Padoca. 2009-02-15. Retrieved 2010-12-30.
- ^'Amarok 2.1 'Let There Be Light' released'. Amarok. 2009-06-03. Retrieved 2010-12-30.
- ^ ab'GASTEROPOD'. Archived from the original on January 29, 2009. Retrieved November 26, 2008.Cite uses deprecated parameter
|deadurl=
(help) - ^'DeaDBeeF - Ultimate Music Player For GNU/Linux'. Deadbeef.sourceforge.net. Retrieved 2016-07-29.
- ^'Does FLAC.exe decode support ReplayGain?'. Hydrogenaudio. 2004-01-07. Retrieved 2010-12-30.
- ^'gmusicbrowser'. Squentin.free.fr. Retrieved 2011-11-24.
- ^'Media Center'. Archived from the original on April 3, 2005. Retrieved January 7, 2006.Cite uses deprecated parameter
|deadurl=
(help) - ^'JavaTunes'. Stigc.dk. 2011-05-15. Retrieved 2011-11-24.
- ^'Play'. sbooth.org. Retrieved 2011-11-24.
- ^'Pocket Player 4'. Conduits. Retrieved 2011-11-24.
- ^'Pocket Player Plugins & Software Development Kit (SDK)'. Conduits. Retrieved 2011-11-24.
- ^'ProppFrexx ONAIR'. Proppfrexx.radio42.com. Retrieved 2011-11-24.
- ^'Qmmp Features'. Retrieved 2017-12-22.
- ^'RadioBOSS Web Site'. djsoft. Retrieved 2012-05-05.
- ^'SoX man page'. Retrieved 2011-11-24.
- ^'Modified xmms-mad'. 2005-03-06. Retrieved 2010-12-30.
- ^'XMPlay'. XMPlay. Retrieved 2011-11-24.
- ^'Zortan MP3 Media Studio'. Zortam. 2011-11-09. Retrieved 2011-11-24.
- ^'What is Rockbox? Why should I use it?'. Retrieved 2011-12-12.
- ^''Replay Gain' on Sansa Fuze, Fuze+ and Clip+'. Retrieved 2011-12-12.
- ^'DeaDBeeF Player'. Retrieved 2011-08-17.
- ^'GoneMAD Music Player'. Retrieved 2012-06-13.
- ^'Neutron Music Player'. Retrieved 2012-01-30.
- ^'MyTunes Music Manager'. Retrieved 2012-01-27.
- ^'PowerAMP v2.0'. Retrieved 2011-12-12.
- ^'Vanilla Music - Android Apps on Google Play'. Retrieved 2013-07-05.
- ^'WinAmp for Android'. Retrieved 2011-12-12.
- ^'XenoAmp a Slightly Different Audio Player'. Retrieved 2017-04-26.
- ^'1.1.6 patch notes'. Retrieved 18 October 2012.
- ^'MP3Gain'. Hydrogenaudio. 2007-06-13. Retrieved 2010-12-30.
- ^https://github.com/HessiJames/soundkonverter/wiki
External links[edit]
- ReplayGain at Hydrogenaudio wiki
- Replay Gain – A Proposed Standard, the original proposal, now out of date with respect to current practice
- Replay Gain in Linux — guide to using graphical and command line ReplayGain tools in Linux.
Retrieved from 'https://en.wikipedia.org/w/index.php?title=ReplayGain&oldid=914973026'
This is the talk page for discussing improvements to the ReplayGain article. This is not a forum for general discussion of the article's subject. | |||
|
|
WikiProject Computing | (Rated C-class, Low-importance) | |||||||
---|---|---|---|---|---|---|---|---|
|
WikiProject Professional sound production | (Rated C-class, Mid-importance) | |||||||
---|---|---|---|---|---|---|---|---|
|
- 5What was the point of this revert?
normalize[edit]
Hi, please don't add normalize to the article. It's an RMS-normalizer, not an RG-scanner. --Kjoonlee 03:01, 24 August 2006 (UTC)
- Maybe a link from the 'Alternatives' section could work, but please don't list it as an RG-scanner. :) --Kjoonlee 06:31, 24 August 2006 (UTC)
WinAmp has native RG support in 5.25[edit]
From version history of Winamp 5.25 beta build 868
- New: Replaygain support for MP3, AAC, Vorbis and M4A
- New: [ml_rg] replaygain scanner (access via Send To menu)
- Improved: [in_mp3] replaygain support for MP3 playback
Noccy80 10:38, 23 September 2006 (UTC)
Hardware support[edit]
I know that there is at least one hardware DAP, probably several, that support ReplayGain-tagged data. Notably the Rio_Karma. Mojo Tooth 23:52, 11 May 2007 (UTC)
Logitech Squeezebox[1] series of hardware players support RG. Free straight outta compton movie download. Navporky (talk) 07:05, 23 June 2009 (UTC)
The Sansa Clip/Clip+ flash DAP now both support ReplayGain with the newest firmware.Clip+ review:[2] also mentions that the Clip has upgraded its firmware to support Replay Gain. —Preceding unsigned comment added by 12.53.118.3 (talk) 00:24, 1 September 2009 (UTC)
contradiction[edit]
Lipstick under my burkha full movie download free. 'Another benefit of Replay Gain scanning is that the peak information can also be used to prevent loud songs from clipping.' (http://en.wikipedia.org/wiki/Replay_Gain) contradicts 'Audio volume leveling, prominently Replay Gain, is perhaps the most widely used solution. It should be noted, however, that this can only reduce the volume of loud music so that it is not proportionately louder than the listener's other music. It cannot restore dynamics or undo clipping.' (http://en.wikipedia.org/wiki/Loudness_War) --boarder's paradise (talk) 08:44, 8 August 2008 (UTC)
- Wrong. Replay Gain can increase volume. It cannot undo clipping, but it can prevent new clipping. --Kjoonlee 09:57, 8 August 2008 (UTC)
- That contradiction is due to the common (but incorrect, IMO) practice of applying a post-gain after replaygain to try and make everything loud again. (This is where the 'prevent-clipping' options on many players come in. They're detecting whether the post gain is greater than the RG attenuation by sufficient margin to put the peak at above full scale, and must either do something lossy to avoid clipping, or further attenuate the track, defeating the whole purpose of replaygain. A better way to accomplish the same goal of matching RG tagged and untagged tracks in level is to have a configurable fixed attenuation applied to all non-RG tagged tracks and then turn up the volume knob. Foobar2000 does have this option, but it's quite rare otherwise.Nwimpney (talk) 21:46, 7 September 2015 (UTC)
- I have edited this section to clarify and hopefully avoid apparent contradiction. ~Kvng (talk) 23:15, 10 September 2015 (UTC)
What was the point of this revert?[edit]
(B R D) What was the point of this revert? --Damian Yerrick (talk | stalk) 16:07, 8 August 2008 (UTC)
- Well, assuming you have headroom, it's always possible to increase the amplitude by 2, and get away with it. Also, MP3 files have a scalefactor for each frame, which lets you change the volume of the file. If you change the scalefactor, then the frame will be scaled using a different factor (the new scalefactor) which allows you to modify the volume of existing MP3 files. --Kjoonlee 12:14, 10 August 2008 (UTC)
- 'Directly modifying' is meant to mean changing the scale factor or something similar, and saving under an existing name.
- 'Creating a new copy' is meant to mean amplifying the samples by an arbitrary amount, and saving under a new name.
- So we have discovered three issues with this wording that need improvement. I'll add section breaks below. --Damian Yerrick (talk | stalk) 01:05, 11 August 2008 (UTC)
Wave times two[edit]
Sure, one can multiply all samples by 2 or any other integer as long as they don't exceed the rails. But can one multiply all samples by 7/5 without introducing noise? --Damian Yerrick (talk | stalk) 01:05, 11 August 2008 (UTC)
- You can multiply all samples by 2 or 4 or any other power of 2 as long as it doesn't clip. Consider amplifying a 16 bit file 256 times to get a 24 bit file. --Kjoonlee 04:00, 11 August 2008 (UTC)
- I'm aware of that. And I can multiply all samples by 3 to get a 9.54 dB boost (20 log10 3) as long as all samples are within ±0.33. But if I multiply by something other than an integer, is it reversible? Specifically, if I reduce the volume of a pop song ripped from an overcompressed CD to a 16-bit PCM file, is it reversible? --Damian Yerrick (talk | stalk) 15:27, 11 August 2008 (UTC)
- Headroom can arbitrarily be added at any point by adding bits to the top of your samples. Where the inevitable problems occur is at the final playback stage, where everything is right against 0dBFS. Even if you have calculated a perfect scaled output, you can't play it back without clipping at levels where the peaks will clip. If you're playing it back at quieter levels, it makes more sense to always attenuate, and add your extra bits at the bottom instead.Nwimpney (talk) 21:53, 7 September 2015 (UTC)
Directly modifying[edit]
I thought 'directly modifying' meant changing the samples, which as far as I know adds noise, and saving under the same name. This is the 'destructive' approach. --Damian Yerrick (talk | stalk) 01:05, 11 August 2008 (UTC)
- I know of no utility that actually work that way. You could do it in any audio editor, but it would still be 'saving a new copy with the volume modified.' --Kjoonlee 04:02, 11 August 2008 (UTC)
MP3 scalefactors[edit]
To what precision does MP3 store its scalefactors? Can I scale all the scalefactors in an MP3 stream by 7/5 and then by 5/7 without introducing noise? And what other popular lossy codecs have values analogous to scalefactors? I'm guessing Vorbis 'floor' curves are something like them. --Damian Yerrick (talk | stalk) 01:05, 11 August 2008 (UTC)
- Assuming you don't get wrap-around errors, normal changes to the scalefactor will be reversible. If you increase the scalefactor 1 unit, then volume will be increased by 1.5 dB. If you decrease the scalefactor 1 unit, then volume will be decreased by 1.5 dB. --Kjoonlee 03:54, 11 August 2008 (UTC)
- AAC has something similar as well. With Vorbis, it gets complicated.[3] --Kjoonlee 03:56, 11 August 2008 (UTC)
Who created this proposed standard?[edit]
Who created this proposed standard? 86.174.124.149 (talk) 14:18, 1 August 2009 (UTC)
- David Robinson. Binksternet (talk) 14:49, 1 August 2009 (UTC)
Windows Mobile or Google OS support[edit]
Since the article discusses PMPs/MP3 players, it would be nice to know about any players with ReplayGain that work on mobile devices.A.k.a. (talk) 18:08, 15 January 2010 (UTC)
89 db?[edit]
From the article: “the target loudness of most Replay Gain utilities is 89 dB”. When we’re dealing with actual sounds, 89 dB is an objective measure. But Replay Gain utilities deal with digital recordings. The same digital recording will be played back at different dB levels on different hardware (sometimes drastically different—think movie theater vs. headphones). So, what does this “89 dB” actually mean for digital recordings? To put it simply, in a PCM range of 0.0 (silence) to 1.0 (full volume), where does this “89 dB” fall? John lindgren (talk) 03:01, 25 August 2010 (UTC)
- ReplayGain is not referenced to 16-bit audio at all. The calibration is explained here.. http://replaygain.hydrogenaudio.org/calibration.html ..all current implementations add 6 to the value before storing it, hence the reference is now 83+6=89dB. 85.158.45.57 (talk) 13:38, 8 September 2010 (UTC)
- Disregard my previous comment. Here's an up-to-date explanation of the reference level. --Kvng (talk) 22:39, 18 January 2011 (UTC)
Requested move[edit]
- The following discussion is an archived discussion of the proposal. Please do not modify it. Subsequent comments should be made in a new section on the talk page. No further edits should be made to this section.
Replay Gain → ReplayGain – David Robinson, the original publisher of the proposal, has declared preference for the single-word name ReplayGain. See discussion at HydrogenAudio for verification. Kvng (talk) 17:09, 12 July 2011 (UTC)
- But has common usage followed suit? I don't think so. Binksternet (talk) 18:02, 12 July 2011 (UTC)
- One of the stated reasons for the change was to follow common usage. What leads you to beleive that ReplayGain is not in common use? --Kvng (talk) 19:46, 12 July 2011 (UTC)
- No move. Rather than looking at the hydrogenaudio forum discussion, which I expect supports the position that the CamelCase one-word version is now commonly used, I looked for reliable sources. I found this book from 2006, this one from 2007 and this one from 2009; all using two words Replay Gain. However, when I searched Google Books for the CamelCase version, I got zilch. That's why I think the move is not yet justified. Binksternet (talk) 21:09, 12 July 2011 (UTC)
- The decision to change to ReplayGain was based on it having significantly more hits in a standard web search. Not a lot of research or discussion went into it. Someone suggested the change then David Robinson said he preferred to change it and thus it was so.
I believe it is clear that both Replay Gain and ReplayGain are in common use. I don't think it is useful to argue about which is more common - a case can be made for either.
What else is there to go on? Should not the wishes of the developer and title of the current official specification factor in to this? --Kvng (talk) 22:34, 12 July 2011 (UTC)- I'm not going to lose any sleep either way—the naming issue is not crucial to me. Let's see what others think! Binksternet (talk) 22:45, 12 July 2011 (UTC)
- The decision to change to ReplayGain was based on it having significantly more hits in a standard web search. Not a lot of research or discussion went into it. Someone suggested the change then David Robinson said he preferred to change it and thus it was so.
- Support move - If both versions of the name are roughly equally common, then going with the official name is probably the way to go. I get twice as many google hits for 'replaygain' as I do for 'replay gain'. —SW--chatter 16:38, 14 July 2011 (UTC)
- The above discussion is preserved as an archive of the proposal. Please do not modify it. Subsequent comments should be made in a new section on this talk page. No further edits should be made to this section.
External links modified[edit]
Hello fellow Wikipedians,
I have just added archive links to 2 external links on ReplayGain. Please take a moment to review my edit. If necessary, add
{{cbignore}}
after the link to keep me from modifying it. Alternatively, you can add {{nobots|deny=InternetArchiveBot}}
to keep me off the page altogether. I made the following changes:Game Player Download For Pc
- Added archive http://web.archive.org/web/20090129163032/http://www.gasteropod.net:80/ to http://www.gasteropod.net/
- Added archive http://web.archive.org/web/20040202010803/http://www.musicex.com:80/mediacenter/ to http://www.musicex.com/mediacenter/
Replaygain Download Mac
When you have finished reviewing my changes, please set the checked parameter below to true or failed to let others know (documentation at
{{Sourcecheck}}
).An editor has reviewed this edit and fixed any errors that were found.
- If you have discovered URLs which were erroneously considered dead by the bot, you can report them with this tool.
- If you found an error with any archives or the URLs themselves, you can fix them with this tool.
Cheers.--cyberbot IITalk to my owner:Online 00:54, 21 March 2016 (UTC)
Fixed www.musicex.com link Robert.Harker (talk) 03:26, 21 March 2016 (UTC)
Replaygain Download
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Talk:ReplayGain&oldid=711144056'