LUFS Audio Guide

Understanding loudness normalization and YouTube's audio requirements.

What is LUFS?

LUFS (Loudness Units Full Scale) is the modern standard for measuring perceived audio loudness. Unlike peak meters that show maximum signal levels, LUFS measures how loud audio sounds to human ears.

Key Terms

  • Integrated LUFS: Average loudness over the entire audio
  • Loudness Range (LRA): Dynamic range between quiet and loud parts
  • True Peak: Maximum signal level (to prevent clipping)
  • Short-term LUFS: Loudness over the last 3 seconds

Why LUFS Matters for YouTube

YouTube normalizes all audio to approximately -14 LUFS. This means:

  • Quiet videos get boosted: If your audio is quieter than -14 LUFS, YouTube turns it up
  • Loud videos get reduced: If your audio is louder than -14 LUFS, YouTube turns it down
  • Distortion risk: Very loud audio that gets turned up can clip and distort
-14 LUFS
YouTube's Target Loudness

Export at -14 LUFS for consistent playback

Using LUFS in Loki Studio

The Timeline Editor includes integrated LUFS analysis powered by the Bragi module.

Step 1: Analyze Audio

  1. Load your video in the Timeline Editor
  2. Click the Analyze button in the Audio Loudness section
  3. Wait for analysis to complete

Step 2: Read the Measurements

After analysis, you'll see three key measurements:

Integrated

Average loudness of your entire video. Target: -14 LUFS

Range

Dynamic range. 5-10 LU is typical for gaming/commentary.

True Peak

Maximum level. Keep below -1 dBTP to avoid clipping.

Step 3: Apply Correction

  1. Select your target from the dropdown (default: -14.0 LUFS)
  2. View the Suggested Gain adjustment
  3. Click Auto to apply the correction
Example: If your video measures -18 LUFS and target is -14 LUFS, the suggested gain will be +4 dB.

Multi-Track Audio Balancing

Gaming videos often have multiple audio tracks:

  • Track 1: Game audio (effects, music)
  • Track 2: Voice (your commentary)
  • Track 3: Discord/communication audio
  • Track 4: Music/other sources

Auto Balance (Voice Dominant)

Loki Studio's Auto Balance feature intelligently mixes multiple tracks:

  1. Click Auto Balance (Voice Dominant)
  2. The system automatically:
    • Prioritizes voice track clarity
    • Reduces game audio to not overpower voice
    • Normalizes overall output to -14 LUFS

Manual Track Balancing

For precise control, adjust each track individually:

  1. Use the per-track volume sliders (in dB)
  2. Solo tracks with S to hear them isolated
  3. Mute tracks with M while adjusting others
  4. Re-analyze after adjustments to check the result

Common Scenarios

Scenario 1: Audio is Too Quiet (-20 LUFS)

Your video will be boosted by YouTube, which can introduce noise.

Solution: Click Auto to add +6 dB gain and reach -14 LUFS.

Scenario 2: Audio is Too Loud (-8 LUFS)

Your video will be turned down by YouTube, wasting your headroom.

Solution: Click Auto to reduce by -6 dB and reach -14 LUFS.

Scenario 3: Voice is Drowned by Game Audio

Game audio overpowers your commentary, making it hard to hear.

Solution: Use Auto Balance (Voice Dominant) or manually reduce game track by 3-6 dB.

Scenario 4: True Peak is Clipping (above 0 dBTP)

Audio peaks are too high and will distort.

Solution: Reduce overall gain until True Peak is below -1 dBTP, then re-analyze.

Recommended Targets by Platform

Platform Target LUFS True Peak Max
YouTube -14 LUFS -1 dBTP
Spotify -14 LUFS -1 dBTP
Apple Music -16 LUFS -1 dBTP
Twitch -14 to -16 LUFS -1 dBTP
Broadcast TV -24 LUFS -2 dBTP

Best Practices

During Recording

  • Record voice at a consistent distance from the microphone
  • Set game audio to 50-70% in-game (easier to boost than reduce)
  • Keep recording levels below -6 dB to leave headroom
  • Record voice and game on separate tracks when possible

During Editing

  • Balance tracks first, then normalize to -14 LUFS
  • Use Voice Dominant mode for gaming commentary
  • Check True Peak after normalization
  • Listen on headphones AND speakers before finalizing

General Tips

  • Consistent loudness keeps viewers from adjusting volume
  • Slightly under -14 LUFS is safer than slightly over
  • Dynamic range (LRA) around 6-8 LU works well for most content
  • Re-analyze after any audio changes

Understanding the Numbers

LUFS Scale Reference

0 LUFS
Maximum (will clip)
-8 LUFS
Too loud (YouTube will reduce)
-14 LUFS
Perfect for YouTube
-20 LUFS
Quiet (YouTube will boost)
-30 LUFS
Very quiet

Troubleshooting

Audio sounds distorted after normalization

Check True Peak - it may be clipping. Reduce overall gain until True Peak is below -1 dBTP. Re-analyze after the change.

Voice is still too quiet compared to game

Auto Balance may not be aggressive enough. Manually reduce the game audio track by an additional 3-6 dB, then re-run Auto Balance.

Analysis takes too long

LUFS analysis scans the entire audio. For long videos, this can take time. The Bragi module is optimized but analysis time scales with video length.

My measurements don't match what I hear

Integrated LUFS is an average - short loud moments may not significantly affect it. Use True Peak and listen to loud sections to catch issues.

Related Topics

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