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