-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy patheq.cpp
251 lines (185 loc) · 6.1 KB
/
eq.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
//--------------------------------------------------------------------------------------
// File: eq.cpp
//--------------------------------------------------------------------------------------
#include "DXUT.h"
#include "DXUTgui.h"
#include "DXUTguiIME.h"
#include "DXUTcamera.h"
#include "DXUTsettingsdlg.h"
#include "SDKmesh.h"
#include "SDKmisc.h"
#include "resource.h"
#include <xaudio2.h>
//#include <xnamath.h>
#include <xmmintrin.h>
#include <emmintrin.h>
#include <math.h>
#include "vmath.h"
#include "vclass.h"
#include "vclass_typedef.h"
#include "vclass_simdtype.h"
#include "eq.h"
//#define EQ_VCLASS_NO_OVERLOADED_OPERATORS
namespace EQ_VMATH
{
using namespace VMATH;
//---------------------------------------------------------------------------
//----------------------------------------------------------------------------
//
// 3 Band EQ :)
//
// EQ.C - Main Source file for 3 band EQ
//
// (c) Neil C / Etanza Systems / 2K6
//
// Shouts / Loves / Moans = etanza at lycos dot co dot uk
//
// This work is hereby placed in the public domain for all purposes, including
// use in commercial applications.
//
// The author assumes NO RESPONSIBILITY for any problems caused by the use of
// this software.
//
//----------------------------------------------------------------------------
// NOTES :
//
// - Original filter code by Paul Kellet (musicdsp.pdf)
//
// - Uses 4 first order filters in series, should give 24dB per octave
//
// - Now with P4 Denormal fix :)
//----------------------------------------------------------------------------
// -----------
//| Constants |
// -----------
static const float cPi = 3.1415926535897932384626433832795f;
static float vsaf = (1.0f / 4294967295.0f); // Very small amount (Denormal Fix)
static Vec4 vsa = VLoad(vsaf);
static Vec4 M_PI = VLoad(cPi);
// ---------------
//| Initialise EQ |
// ---------------
// Recommended frequencies are ...
//
// lowfreq = 880 Hz
// highfreq = 5000 Hz
//
// Set mixfreq to whatever rate your system is using (eg 48Khz)
void init_3band_state(EQSTATE* es, int lowfreq, int highfreq, int mixfreq)
{
// Clear state
memset(es,0,sizeof(EQSTATE));
// Set Low/Mid/High gains to unity
es->lg = VLoad(1.0f);
es->mg = VLoad(1.0f);
es->hg = VLoad(1.0f);
// Calculate filter cutoff frequencies
float lf = 2 * sinf(cPi * ((float)lowfreq / (float)mixfreq));
float hf = 2 * sinf(cPi * ((float)highfreq / (float)mixfreq));
es->lf = VLoad(lf);
es->hf = VLoad(hf);
}
// ---------------
//| EQ one sample |
// ---------------
// - sample can be any range you like :)
//
// Note that the output will depend on the gain settings for each band
// (especially the bass) so may require clipping before output, but you
// knew that anyway :)
// ---------------
//| EQ one sample |
// ---------------
// - sample can be any range you like :)
//
// Note that the output will depend on the gain settings for each band
// (especially the bass) so may require clipping before output, but you
// knew that anyway :)
Vec4 do_3band(EQSTATE* es, Vec4& sample)
{
#ifndef __INTEL_COMPILER //for intel compiler using overloaded operators usually generate better code
// Locals
Vec4 l,m,h; // Low / Mid / High - Sample Values
// Filter #1 (lowpass)
//es.f1p0 += (es.lf * (sample - es.f1p0)) + vsa;
es->f1p0 = VAdd(es->f1p0, VAdd(VMul(es->lf, VSub(sample, es->f1p0)), vsa));
//es->f1p1 += (es->lf * (es->f1p0 - es->f1p1));
es->f1p1 = VAdd(es->f1p1, VMul(es->lf, VSub(es->f1p0, es->f1p1)));
//es->f1p2 += (es->lf * (es->f1p1 - es->f1p2));
es->f1p2 = VAdd(es->f1p2, VMul(es->lf, VSub(es->f1p1, es->f1p2)));
//es->f1p3 += (es->lf * (es->f1p2 - es->f1p3));
es->f1p3 = VAdd(es->f1p3, VMul(es->lf, VSub(es->f1p2, es->f1p3)));
l = es->f1p3;
// Filter #2 (highpass)
//es->f2p0 += (es->hf * (sample - es->f2p0)) + vsa;
es->f2p0 = VAdd(es->f2p0, VAdd(VMul(es->hf, VSub(sample, es->f2p0)), vsa));
//es->f2p1 += (es->hf * (es->f2p0 - es->f2p1));
es->f2p1 = VAdd(es->f2p1, VMul(es->hf, VSub(es->f2p0, es->f2p1)));
//es->f2p2 += (es->hf * (es->f2p1 - es->f2p2));
es->f2p2 = VAdd(es->f2p2, VMul(es->hf, VSub(es->f2p1, es->f2p2)));
//es->f2p3 += (es->hf * (es->f2p2 - es->f2p3));
es->f2p3 = VAdd(es->f2p3, VMul(es->hf, VSub(es->f2p2, es->f2p3)));
//h = es->sdm3 - es->f2p3;
h = VSub(es->sdm3, es->f2p3);
// Calculate midrange (signal - (low + high))
//m = es->sdm3 - (h + l);
m = VSub(es->sdm3, VAdd(h, l));
// Scale, Combine and store
//l *= es->lg;
//m *= es->mg;
//h *= es->hg;
l = VMul(l, es->lg);
m = VMul(m, es->mg);
h = VMul(h, es->hg);
// Shuffle history buffer
es->sdm3 = es->sdm2;
es->sdm2 = es->sdm1;
es->sdm1 = sample;
// Return result
//return(l + m + h);
return(VAdd(l, VAdd(m, h)));
#else
// Locals
Vec4 l,m,h; // Low / Mid / High - Sample Values
// Filter #1 (lowpass)
es->f1p0 += (es->lf * (sample - es->f1p0)) + vsa;
es->f1p1 += (es->lf * (es->f1p0 - es->f1p1));
es->f1p2 += (es->lf * (es->f1p1 - es->f1p2));
es->f1p3 += (es->lf * (es->f1p2 - es->f1p3));
l = es->f1p3;
// Filter #2 (highpass)
es->f2p0 += (es->hf * (sample - es->f2p0)) + vsa;
es->f2p1 += (es->hf * (es->f2p0 - es->f2p1));
es->f2p2 += (es->hf * (es->f2p1 - es->f2p2));
es->f2p3 += (es->hf * (es->f2p2 - es->f2p3));
h = es->sdm3 - es->f2p3;
// Calculate midrange (signal - (low + high))
m = es->sdm3 - (h + l);
// Scale, Combine and store
l *= es->lg;
m *= es->mg;
h *= es->hg;
// Shuffle history buffer
es->sdm3 = es->sdm2;
es->sdm2 = es->sdm1;
es->sdm1 = sample;
// Return result
return(l + m + h);
#endif
}
}
namespace EQ_VCLASS
{
using namespace VCLASS;
#include "eq_vclass.inl"
}
namespace EQ_VCLASS_TYPEDEF
{
using namespace VCLASS_TYPEDEF;
#include "eq_vclass.inl"
}
namespace EQ_VCLASS_SIMDTYPE
{
using namespace VCLASS_SIMDTYPE;
#include "eq_vclass.inl"
}