| Shipped video | Integrated | Range | True peak |
|---|---|---|---|
| atomic-habits-60s | -24.3 LUFS | 2.7 LU | -4.4 dBTP |
| atomic-habits-v2 | -22.9 LUFS | 1.4 LU | -7.0 dBTP |
| atomic-habits-v3 | -21.4 LUFS | 4.5 LU | -4.9 dBTP |
| atomic-habits-v4 | -24.4 LUFS | 2.1 LU | -6.6 dBTP |
| chimp-paradox-30s | -24.0 LUFS | 2.1 LU | -6.9 dBTP |
| rich-dad-30s | -24.2 LUFS | 1.7 LU | -7.4 dBTP |
The raw ElevenLabs narration measures -24.3 LUFS and the finished mixes measure -21.4 to -24.4. Nothing was ever loudness-normalised — whatever the voice happened to come back at is what shipped. YouTube normalises downward only: it turns loud uploads down and never turns a quiet one up (verified — its reference is widely reported as about -14 LUFS, though YouTube publishes no official figure). So these play roughly 10 dB below every video around them. You turn the phone up to compensate, and every transition comes up with it.
The three SFX files the v3 build used are still on disk. Their true peaks measure
-13.9, -21.5 and -25.5 dBTP —
an 11.6 dB spread — and the build script then multiplied them by hand-picked
constants (0.62 on the whoosh, 0.4 on the chime). So the whoosh landed 7.6 dB above the chime for no reason
other than which file it was. pop.wav is also genuinely clipped (21 samples pinned at full scale).
Across the finished v3 mix the loudest transitions sit 5.5 LU above the narration.
Honest verdict: the dominant defect was levels and the total absence of a target, not the sounds
themselves. The old whoosh is a perfectly usable sound that was placed by guesswork. Only pop.wav
was actually broken.
| Element | Rule | Why |
|---|---|---|
| Final mix | -14.0 LUFS, -1.0 dBTP | the platform reference; anything quieter just plays quieter |
| Narration | -16.0 LUFS, anchor | every other level is an offset from this, so it survives a voice change |
| Music bed | -14 LU under the voice | audible in a gap, inaudible over a word |
| Music ducking | -8 dB, 40 ms / 420 ms | real sidechain keyed off a dB-domain voice envelope |
| SFX bus | -9 LU under the voice | one number that means the same thing for every sound in the pack |
| SFX ducking | -3 dB | so a transition mid-sentence cannot mask a word |
| Per category | shake 0 → counter -8 dB | a camera shake is meant to be felt; a counter tick fires twenty times |
| Hard rule | ≤ 1 LU over the voice | checked on every render; the build fails if it breaks |