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Sone Scale

This project has a release available. The full version is still a work in progress.
Project Status
Released
Project Version
1.1.0

Sone Scale

❌ – You can’t measure sones directly with a basic sound level meter; requires loudness calculation algorithms (e.g., Stevens’ Mark VI or Zwicker method). ❌ Frequency weighting matters – Sone values depend on how the sound spectrum is processed; different methods (e.g., ISO 532 vs. Stevens) can yield different sone numbers for the same sound. ❌ Less common than dB(A) – Many consumer products still list only dB(A), making cross-comparison difficult. ❌ Assumes a standard listener – Individual hearing variations (age, hearing loss) change perception, but sone is an average. ❌ Not ideal for tonal or impulsive sounds – The calculation can be less accurate for pure tones or very short bursts.

These syllables were originally developed by an Italian Benedictine monk named Guido d'Arezzo in the 11th century. He used them to help singers learn and remember the pitches of the musical scale. sone scale

Unlike decibels (dB SPL), which measure physical intensity on a logarithmic scale (each +10 dB ≈ double perceived loudness only roughly), the sone scale is . ❌ – You can’t measure sones directly with

✅ – Twice the number = twice as loud. Non-technical people can understand “3 sones is 1.5× louder than 2 sones.” ✅ Better for comparing products than dB(A) because dB(A) differences don’t correspond consistently to perceived loudness (e.g., a 3 dB difference is barely noticeable, but a 10 dB difference is about twice as loud). ✅ Based on equal-loudness contours (Fletcher–Munson curves) – accounts for frequency sensitivity of human hearing. ✅ Standardized (ANSI S3.4, ISO 532B). ❌ Less common than dB(A) – Many consumer

Here’s a concise review of the —what it is, how it works, and its practical pros and cons.

The is a method used to measure the loudness of sounds, particularly in the context of hearing and audio technology. It provides a more accurate representation of how humans perceive loudness compared to other measurement scales like the decibel (dB) scale.

Hi CPU 4,


first of all, I just wanted to say that I think your work on Pokémon Extreme Epsilon is genuinely amazing. Thank you for making this fan game, you can really tell how much time, effort, and passion went into it.


Over the last few days, I worked on a German translation for the game. I used glossary lists for the correct official German Pokémon terms and also used an AI agent to help with the structured translation and review process.


The translation already works in-game overall. I tested it, and the German text loads correctly through the language file. There are still a few UI strings left in English, mostly in the start menu, like New Game and Language, but also partly in some in-game menus. From what I could tell, those parts probably are not connected to the normal translation system.


If you are interested, I would be happy to share the files with you: intl_german.txt and german.dat.


I just wanted to offer you the translation in case you would like to use it yourself or maybe even include it in the project.


If you do not currently have any use for it yourself, I would also like to ask for your permission to make the German translation available as a download for German-speaking players.


Best regards,
D3kubaum
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when clicking on randomizer, and when you choose all the stuff you want afterward, the game freezes and I can't do anything
 
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