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Need equation for converting decibels (dB) to standard scale 0 to 10000

I need to fade volume of a DirectSound buffer but IDirectSoundBuffer:SetVolume wants the volume level
specified in in hundredths of decibels (dB). Allowable values are between DSBVOLUME_MAX (no attenuation)
and DSBVOLUME_MIN (silence). These values are currently defined in Dsound.h as 0 and -10,000 respectively.
The value DSBVOLUME_MAX represents the original, unadjusted volume of the stream. The value DSBVOLUME_MIN
indicates an audio volume attenuated by 100 dB, which, for all practical purposes, is silence.

Ramping SetVolume between -10000 and 0 (to fade in) results in a audibility between about -4000 and
0 and gives me a quick fade at the end of my ramp. I need a steady fade throughough. How do I convert
say 0 to 10000 to necessary SetVolume argument that gives me a steady ramp? Thanks!!

I found two leads that may help but unsure how to translate into c:

http://picard.coma.sbg.ac.at/coma/docu/AF/docs/man3/AFdBtoLin.html

http://picard.coma.sbg.ac.at/coma/docu/AF/docs/man3/AFLintodB.html
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mortonsw
Asked:
mortonsw
1 Solution
 
udilCommented:
I'm not sure this is the right forum however, if
I'm not mistaken then 2DB means that the volume will be
3 time louder:
   10log2 = 3

And therefor if you perform a loop on N then the value
in DB will be:
  pow(10, (N/10))

However I don't think the volume is a function of the
distance raised to the power of 2 and in that case:
  pow(10, (pow(N, 2)/10))

If it wont work, try to ask a forum which is more
oriented to Physics or Electrical-Engineering people.
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bkdcCommented:
You should check out the following link (these guys are good):
http://music.calarts.edu/~glmrboy/musicdsp/music-dsp.html
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3rsrichardCommented:
And it's worse than you think;
At a simple level you just need to do a log conversion, ie.
if the user wants 1/2 volume lower it 6 dB, if he wants
1/4 volume thats 12 dB, 1/8 = 18 db, etc.

But, people don't hear quite that way, and if you have an
old style radio the volume control will be made so that
it uses a different scale ( called weighting).

You might develop a lookup table to translate from
"volume control position" to ::SetVolume
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mortonswAuthor Commented:
I know very little C (I write in ASM and interface) but my func to call DirectX SetVolume is in C and
accepts arg (0 to 10000) which it subtracts 10000 from in order to pass to SetVolume (since it wants
-10000 to 0).

extern "C" BOOL FAR PASCAL DXSBSetVolume( LPDIRECTSOUNDBUFFER lpBuffObj , DWORD Volume)
{
   dsrval = lpBuffObj->SetVolume( Volume-10000 );
   if(dsrval == DS_OK) return TRUE;  
   return FALSE;
}

What's the necessary code to use to handle calling argument as 100ths of percent (ie, 10000 = 100.00%),
convert to decibel scale and pass to SetVolume as -10000 to 0?
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ua1zclCommented:
Your question contain the following:
DSBVOLUME_MAX (no attenuation) =0
DSBVOLUME_MIN=-10000
DSBVOLUME_MAX - DSBVOLUME_MIN = 100 db

lpBuffObj->SetVolume( the argument from DSBVOLUME_MIN to DSBVOLUME_MAX);

What's the necessary code to use to handle calling argument as
100ths of percent (ie, 10000 = 100.00%),
convert to decibel scale and pass to SetVolume as -10000 to 0?

------------------------------------------------------------------
As i see, lpBuffObj->SetVolume( Volume - 10000) - is correct decision.
The decibell scale there represented as explanation and
additional calculation not reqired.
To get db scale simply devide by 100 value of Volume argument,
 Volume in db =Volume/100;

In Remarks section of SetVolume() function eplanation:
The volume is specified in hundredths of decibels (dB), i.e. lVolume in
 HRESULT SetVolume(LONG lVolume);
Alex
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mortonswAuthor Commented:
dB is logarithmic and I need linear. ramping setvolume with -10000 to 0 doesn't give me a linear fade. It gives me a logarithmic one. dividing the steps up doesn't change things.
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LoungeLizardCommented:
for your function above, use:

DWORD ScaledVolume;

if(Volume <= 1)
  ScaledVolume = -10000;
else if(Volume > 10000)
  ScaledVolume = 0;
else
  ScaledVolume = log10(Volume)/4*10000 - 10000;

dsrval = lpBuffObj->SetVolume( ScaledVolume );


This should give you a percieved linear fade.
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