Here’s some additional background on this that can clarify the request from forum discussions on this over the last few years:
REQUEST: Add an way to adjust where autodetected transients are quantized from, ideally in the Audio Bend menu. The ideal option would be a PERCENTAGE range with the BEGINNING OF THE TRANSIENT RANGE selectable at one end (0%) and the END/PEAK OF THE TRANSIENT RANGE selectable at the other end (100%) - 100% would reflect the current behavior. Call it something sexy like "Transient Timing" if you want.
REASON FOR REQUEST: Some users want to be able to have consistency with other forms of quantization and programmed material that overwhelmingly quantize from the beginning of the “transient range” or the “sample start” if you are using programmed drums. With no automatic way to do this in the Audio Bend system, users either have to do it manually (see below) or use another program and re-import the audio. The benefit of a variable system is that the current system (which works better for some audio) can be preserved, the standard system for other DAWs can be used, and anything in between if the user wishes to "loosen" the timing as it aligns to the grid or the groove template.
For comparison, SLICED audio bend material, Studio One’s own MIDI Sequencer and Pattern Editor, Sonar, Cubase, Logic, and Melodyne all quantize the beginning of the “transient range”. Not having this option means that Audio Bend’s quantized notes will always be early by whatever the detected “transient range” amount is, relatively speaking. It may be barely noticeable with a very fast attack but the longer the attack is the earlier the notes will be in comparison. And if an engineer is performing work for someone else in another DAW, any tracks they quantize with Audio Bend will deviate from the rest of the project.
Please see this screenshot for a comparison of various acoustic hi hat hits, quantized in Audio Bend, Sonar, and Melodyne. The Audio Bend quantized hits are always early by a variable amount. Some users would prefer a way around this.
Hat tip to Niles:
Now, just to show, this the work that must be done manually to correct this. Doing this too many times is not fun at all :)