massaman_yams
Joined 12 years ago
Joined 12 years ago
For other filters/ISPs, content can matter a bit more, but as a general rule for consumer mailbox providers, metrics are the primary thing that affects filter outcomes.
But you're right, Airflow is still the de facto standard, there's just increasing awareness of pain points with it.
"during Black Friday processed a whopping 254 million emails every hour and 3.3 billion during the day"
[1] https://www.nejm.org/doi/suppl/10.1056/NEJMoa2106516/suppl_f... [2] https://www.nejm.org/doi/full/10.1056/NEJMoa2106516
But your point about "increased dynamic range" due to the editing errors is a distraction from your claim that Gordon applied a mastering limiter (which he clearly did). It creates ambiguity, because you're using it in a way that's not aligned with common usage in this context. That's part of why you're getting pushback.
In any case, if we want to try to answer the question of why the OST has low dynamic range (in the mastering limiter sense), I am somewhat receptive to ndepoel's argument - it seems reasonable that in-game tracks could be mastered more aggressively, and with lower dynamic range, than what would be appropriate for a proper OST release. Caveat: I haven't done mastering work in the context of game audio so I can't say if that's common practice, but it seems a little more likely than not.
Thanks for the additional recommendations.