#include #include #include /* via http://www.rgba.org/articles/sfrand/sfrand.htm */ static unsigned int mirand = 1; static float whitenoise() { union either { float f; unsigned int i; } white; mirand *= 16807; white.i = (mirand & 0x007FFFFF) | 0x40000000; return white.f - 3; } /* used to resemble https://github.com/swh/ladspa/blob/master/util/biquad.h */ static void biquad_init(biquad *bq) { bq->x1 = bq->x2 = bq->y1 = bq->y2 = 0; } static biquad_interim design(double cw, double sw, double num0, double num1, double num2, double den0, double den1, double den2) { return (biquad_interim) { .b0 = num0* (1 + cw) + num1*sw + num2* (1 - cw), .b1 = num0*-2*(1 + cw) + num2*2*(1 - cw), .b2 = num0* (1 + cw) - num1*sw + num2* (1 - cw), .a0 = den0* (1 + cw) + den1*sw + den2* (1 - cw), .a1 = den0*-2*(1 + cw) + den2*2*(1 - cw), .a2 = den0* (1 + cw) - den1*sw + den2* (1 - cw), }; } static biquad biquad_gen(int type, double fc, double gain, double bw, double fs) { double w0, cw, sw, A, As, Q; w0 = ANGULAR_LIM(fc, fs); cw = cos(w0); sw = sin(w0); A = DB2LIN(gain/2); As = sqrt(A); Q = 1/(4*sinh(M_LN2/2*bw*w0/sw)); //Q = M_SQRT1_2*(1 - SQR(w0/M_PI))/bw; /* skip = (fabs(A - 1) <= TINY); */ /* TODO: use enum for type instead of just int */ biquad_interim bqi; if (type == 0) bqi = design(cw,sw, 1, A/Q, 1, 1, 1/A/Q, 1); if (type == 1) bqi = design(cw,sw, 1, As/Q, A, 1, 1/As/Q, 1/A); if (type == 2) bqi = design(cw,sw, A, As/Q, 1, 1/A, 1/As/Q, 1); if (type == 3) bqi = design(cw,sw, 0, 0, 1, 1, 1/Q, 1); if (type == 4) bqi = design(cw,sw, 1, 0, 0, 1, 1/Q, 1); if (type == 5) bqi = design(cw,sw, 1, -1/Q, 1, 1, 1/Q, 1); if (type == 6) bqi = design(cw,sw, 0, 1, 0, 1, 1/Q, 1); if (type == 7) bqi = design(cw,sw, 0, 1/Q, 0, 1, 1/Q, 1); if (type == 8) bqi = design(cw,sw, 1, 0, 1, 1, 1/Q, 1); if (type == 9) bqi = design(cw,sw, A, A, A, 1/A, 1/A, 1/A); double a0r = 1/bqi.a0; return (biquad) { .b0 = a0r * bqi.b0, .b1 = a0r * bqi.b1, .b2 = a0r * bqi.b2, .a1 = -a0r * bqi.a1, .a2 = -a0r * bqi.a2 }; } static bq_t biquad_run(biquad *bq, bq_t x) { bq_t y; y = bq->b0 * x + bq->b1 * bq->x1 + bq->b2 * bq->x2 + bq->a1 * bq->y1 + bq->a2 * bq->y2; bq->x2 = bq->x1; bq->x1 = x; bq->y2 = bq->y1; bq->y1 = y; return y; }