For example full key look like this @code{lavfi.astats.1.DC_offset} or
this @code{lavfi.astats.Overall.Peak_count}.
-For description what each key means read bellow.
+For description what each key means read below.
@item reset
Set number of frame after which stats are going to be recalculated.
reduction starts. Default is 20. Range is between 0.01 and 2000.
@item release
-Amount of milliseconds the signal has to fall bellow the threshold before
+Amount of milliseconds the signal has to fall below the threshold before
reduction is decreased again. Default is 250. Range is between 0.01 and 9000.
@item makeup
@item threshold1
@item threshold2
@item threshold3
-Allows to limit the maximum change for each plane, default is 65535.
+Limit the maximum change for each plane, default is 65535.
If 0, plane will remain unchanged.
@end table
@item band, t
Specify the thickness of the fuzzy edge of the rectangle (added to
-@var{w} and @var{h}). The default value is 4.
+@var{w} and @var{h}). The default value is 1. This option is
+deprecated, setting higher values should no longer be necessary and
+is not recommended.
@item show
When set to 1, a green rectangle is drawn on the screen to simplify
@item threshold1
@item threshold2
@item threshold3
-Allows to limit the maximum change for each plane, default is 65535.
+Limit the maximum change for each plane, default is 65535.
If 0, plane will remain unchanged.
@item coordinates
@item threshold1
@item threshold2
@item threshold3
-Allows to limit the maximum change for each plane, default is 65535.
+Limit the maximum change for each plane, default is 65535.
If 0, plane will remain unchanged.
@item coordinates
@item threshold1
@item threshold2
@item threshold3
-Allows to limit the maximum change for each plane, default is 65535.
+Limit the maximum change for each plane, default is 65535.
If 0, plane will remain unchanged.
@end table
@end example
@item
-Convert input video from above bellow (left eye above, right eye below) to side by side crosseye.
+Convert input video from above below (left eye above, right eye below) to side by side crosseye.
@example
stereo3d=abl:sbsr
@end example