diff --git a/main/main.cpp b/main/main.cpp index 4453f8a..38389a6 100644 --- a/main/main.cpp +++ b/main/main.cpp @@ -325,11 +325,12 @@ int main(int argc, char **argv) cerr << "(2) --no-transients Disable phase resynchronisation at transients" << endl; cerr << "(2) --bl-transients Band-limit phase resync to extreme frequencies" << endl; cerr << "(2) --no-lamination Disable phase lamination" << endl; - cerr << "(2) --window-long Use longer processing window (actual size may vary)" << endl; - cerr << "(2) --window-short Use shorter processing window" << endl; cerr << "(2) --smoothing Apply window presum and time-domain smoothing" << endl; cerr << "(2) --detector-perc Use percussive transient detector (as in pre-1.5)" << endl; cerr << "(2) --detector-soft Use soft transient detector" << endl; + cerr << "(2) --window-long Use longer processing window (actual size may vary)" << endl; + cerr << " --window-short Use shorter processing window (with the R3 engine" << endl; + cerr << " this is effectively a quick \"draft mode\")" << endl; cerr << " --pitch-hq In RT mode, use a slower, higher quality pitch shift" << endl; cerr << " --centre-focus Preserve focus of centre material in stereo" << endl; cerr << " (at a cost in width and individual channel quality)" << endl; diff --git a/rubberband/RubberBandStretcher.h b/rubberband/RubberBandStretcher.h index 08f7760..756b636 100644 --- a/rubberband/RubberBandStretcher.h +++ b/rubberband/RubberBandStretcher.h @@ -276,13 +276,23 @@ public: * this causes the engine's full multi-resolution processing * scheme to be used. * - * \li \c OptionWindowShort - Use a shorter window. With the R2 - * engine this may result in crisper sound for audio that - * depends strongly on its timing qualities. With the R3 engine, - * this causes the engine to be restricted to a single window - * size, resulting in both dramatically faster processing and - * lower latency than OptionWindowStandard, but at the expense - * of some sound quality. + * \li \c OptionWindowShort - Use a shorter window. This has + * different effects with R2 and R3 engines. + * + * With the R2 engine it may result in crisper sound for audio + * that depends strongly on its timing qualities, but is likely + * to sound worse in other ways and will have similar + * efficiency. + * + * With the R3 engine, it causes the engine to be restricted to + * a single window size, resulting in both dramatically faster + * processing and lower delay than OptionWindowStandard, but at + * the expense of some sound quality. It may still sound better + * for non-percussive material than the R2 engine. + * + * With both engines it reduces the start delay somewhat (see + * RubberBandStretcher::getStartDelay) which may be useful for + * real-time handling. * * \li \c OptionWindowLong - Use a longer window. With the R2 * engine this is likely to result in a smoother sound at the