Documentation updates
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@@ -117,18 +117,18 @@ public:
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*
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* \li \c OptionEngineFaster - Use the Rubber Band Library R2
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* (Faster) engine. This is the engine implemented in Rubber
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* Band Library v1.x and v2.x, and it remains the default for
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* backward compatibility. It uses substantially less CPU than
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* the R3 engine and there are still many situations in which it
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* is likely to be the more appropriate choice.
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* Band Library v1.x and v2.x, and it remains the default in
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* newer versions. It uses substantially less CPU than the R3
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* engine and there are still many situations in which it is
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* likely to be the more appropriate choice.
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*
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* \li \c OptionEngineFiner - Use the Rubber Band Library R3
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* (Finer) engine. This engine was added in Rubber Band Library
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* v3.0. It produces higher-quality results than the R2 engine
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* for most material, especially complex mixes, vocals and other
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* sounds that have soft onsets and smooth pitch changes, and
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* music with substantial bass content. However, it uses much
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* more CPU power than the R2 engine.
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* (Finer) engine. This engine was introduced in Rubber Band
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* Library v3.0. It produces higher-quality results than the R2
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* engine for most material, especially complex mixes, vocals
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* and other sounds that have soft onsets and smooth pitch
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* changes, and music with substantial bass content. However, it
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* uses much more CPU power than the R2 engine.
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*
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* Important note: Consider calling getEngineVersion() after
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* construction to make sure the engine you requested is
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@@ -142,11 +142,12 @@ public:
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* reassuring run-time check.
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*
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* 3. Flags prefixed \c OptionTransients control the component
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* frequency phase-reset mechanism that may be used at transient
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* points to provide clarity and realism to percussion and other
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* significant transient sounds. These options may be changed
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* after construction when running in real-time mode, but not when
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* running in offline mode.
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* frequency phase-reset mechanism in the R2 engine, that may be
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* used at transient points to provide clarity and realism to
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* percussion and other significant transient sounds. These
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* options have no effect when using the R3 engine. These options
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* may be changed after construction when running in real-time
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* mode, but not when running in offline mode.
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*
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* \li \c OptionTransientsCrisp - Reset component phases at the
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* peak of each transient (the start of a significant note or
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@@ -171,9 +172,10 @@ public:
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* transients flags.
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*
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* 4. Flags prefixed \c OptionDetector control the type of
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* transient detector used. These options may be changed
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* after construction when running in real-time mode, but not when
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* running in offline mode.
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* transient detector used in the R2 engine. These options have
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* no effect when using the R3 engine. These options may be
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* changed after construction when running in real-time mode, but
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* not when running in offline mode.
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*
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* \li \c OptionDetectorCompound - Use a general-purpose
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* transient detector which is likely to be good for most
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@@ -189,9 +191,10 @@ public:
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* piano music).
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*
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* 5. Flags prefixed \c OptionPhase control the adjustment of
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* component frequency phases from one analysis window to the next
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* during non-transient segments. These options may be changed at
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* any time.
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* component frequency phases in the R2 engine from one analysis
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* window to the next during non-transient segments. These
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* options have no effect when using the R3 engine. These options
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* may be changed at any time.
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*
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* \li \c OptionPhaseLaminar - Adjust phases when stretching in
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* such a way as to try to retain the continuity of phase
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@@ -208,11 +211,13 @@ public:
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* construction.
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*
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* \li \c OptionThreadingAuto - Permit the stretcher to
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* determine its own threading model. Usually this means using
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* one processing thread per audio channel in offline mode if
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* the stretcher is able to determine that more than one CPU is
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* available, and one thread only in realtime mode. This is the
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* default.
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* determine its own threading model. In the R2 engine this
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* means using one processing thread per audio channel in
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* offline mode if the stretcher is able to determine that more
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* than one CPU is available, and one thread only in realtime
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* mode. The R3 engine does not currently have a multi-threaded
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* mode, but if one is introduced in future, this option may use
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* it. This is the default.
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*
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* \li \c OptionThreadingNever - Never use more than one thread.
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*
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@@ -221,9 +226,10 @@ public:
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* the check for multiple CPUs and instead assume it to be true.
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*
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* 7. Flags prefixed \c OptionWindow control the window size for
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* FFT processing. The window size actually used will depend on
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* many factors, but it can be influenced. These options may not
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* be changed after construction.
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* FFT processing in the R2 engine. (The window size actually
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* used will depend on many factors, but it can be influenced.)
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* These options have no effect when using the R3 engine. These
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* options may not be changed after construction.
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*
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* \li \c OptionWindowStandard - Use the default window size.
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* The actual size will vary depending on other parameters.
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@@ -239,8 +245,9 @@ public:
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* clarity and timing.
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*
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* 8. Flags prefixed \c OptionSmoothing control the use of
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* window-presum FFT and time-domain smoothing. These options may
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* not be changed after construction.
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* window-presum FFT and time-domain smoothing in the R2
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* engine. These options have no effect when using the R3 engine.
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* These options may not be changed after construction.
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*
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* \li \c OptionSmoothingOff - Do not use time-domain smoothing.
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* This is the default.
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@@ -253,7 +260,8 @@ public:
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*
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* 9. Flags prefixed \c OptionFormant control the handling of
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* formant shape (spectral envelope) when pitch-shifting. These
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* options may be changed at any time.
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* options affect both the R2 and R3 engines. These options may
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* be changed at any time.
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*
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* \li \c OptionFormantShifted - Apply no special formant
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* processing. The spectral envelope will be pitch shifted as
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@@ -265,9 +273,10 @@ public:
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* perceived pitch profile of the voice or instrument.
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*
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* 10. Flags prefixed \c OptionPitch control the method used for
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* pitch shifting. These options may be changed at any time.
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* They are only effective in realtime mode; in offline mode, the
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* pitch-shift method is fixed.
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* pitch shifting in the R2 engine. These options have no effect
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* when using the R3 engine. These options may be changed at any
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* time. They are only effective in realtime mode; in offline
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* mode, the pitch-shift method is fixed.
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*
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* \li \c OptionPitchHighSpeed - Use a method with a CPU cost
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* that is relatively moderate and predictable. This may
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@@ -285,9 +294,10 @@ public:
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* 1.0 pitch scale in real-time; it also consumes more CPU than
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* the others in the case where the pitch scale is exactly 1.0.
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*
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* 11. Flags prefixed \c OptionChannels control the method used for
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* processing two-channel audio. These options may not be changed
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* after construction.
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* 11. Flags prefixed \c OptionChannels control the method used
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* for processing two-channel audio in the R2 engine. These
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* options have no effect when using the R3 engine. These options
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* may not be changed after construction.
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*
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* \li \c OptionChannelsApart - Each channel is processed
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* individually, though timing is synchronised and phases are
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