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eq_vclass.inl
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//---------------------------------------------------------------------------
//----------------------------------------------------------------------------
//
// 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 (vsaf);
static Vec4 M_PI(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 = Vec4(1.0f);
es->mg = Vec4(1.0f);
es->hg = Vec4(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 = Vec4(lf);
es->hf = Vec4(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 :)
Vec4 do_3band(EQSTATE* es, Vec4& sample)
{
#ifdef EQ_VCLASS_NO_OVERLOADED_OPERATORS
// Locals
Vec4 l,m,h; // Low / Mid / High - Sample Values
// Filter #1 (lowpass)
Vec4 tmp0, tmp1, tmp2;
//es.f1p0 += (es.lf * (sample - es.f1p0)) + vsa;
tmp0 = Vec4::VSub(sample, es->f1p0);
tmp1 = Vec4::VMul(es->lf, tmp0);
tmp2 = Vec4::VAdd(tmp1, vsa);
es->f1p0 = Vec4::VAdd(es->f1p0, tmp2);
//es->f1p1 += (es->lf * (es->f1p0 - es->f1p1));
tmp0 = Vec4::VSub(es->f1p0, es->f1p1);
tmp1 = Vec4::VMul(es->lf, tmp0);
es->f1p1 = Vec4::VAdd(es->f1p1, tmp1);
//es->f1p2 += (es->lf * (es->f1p1 - es->f1p2));
tmp0 = Vec4::VSub(es->f1p1, es->f1p2);
tmp1 = Vec4::VMul(es->lf, tmp0);
es->f1p2 = Vec4::VAdd(es->f1p2, tmp1);
//es->f1p3 += (es->lf * (es->f1p2 - es->f1p3));
tmp0 = Vec4::VSub(es->f1p2, es->f1p3);
tmp1 = Vec4::VMul(es->lf, tmp0);
es->f1p3 = Vec4::VAdd(es->f1p3, tmp1);
l = es->f1p3;
// Filter #2 (highpass)
//es->f2p0 += (es->hf * (sample - es->f2p0)) + vsa;
tmp0 = Vec4::VSub(sample, es->f2p0);
tmp1 = Vec4::VMul(es->hf, tmp0);
tmp2 = Vec4::VAdd(tmp1, vsa);
es->f2p0 = Vec4::VAdd(es->f2p0, tmp2);
//es->f2p1 += (es->hf * (es->f2p0 - es->f2p1));
tmp0 = Vec4::VSub(es->f2p0, es->f2p1);
tmp1 = Vec4::VMul(es->hf, tmp0);
es->f2p1 = Vec4::VAdd(es->f2p1, tmp1);
//es->f2p2 += (es->hf * (es->f2p1 - es->f2p2));
tmp0 = Vec4::VSub(es->f2p1, es->f2p2);
tmp1 = Vec4::VMul(es->hf, tmp0);
es->f2p2 = Vec4::VAdd(es->f2p2, tmp1);
//es->f2p3 += (es->hf * (es->f2p2 - es->f2p3));
tmp0 = Vec4::VSub(es->f2p2, es->f2p3);
tmp1 = Vec4::VMul(es->hf, tmp0);
es->f2p3 = Vec4::VAdd(es->f2p3, tmp1);
//h = es->sdm3 - es->f2p3;
h = Vec4::VSub(es->sdm3, es->f2p3);
// Calculate midrange (signal - (low + high))
//m = es->sdm3 - (h + l);
tmp0 = Vec4::VAdd(h, l);
m = Vec4::VSub(es->sdm3, tmp0);
// Scale, Combine and store
//l *= es->lg;
//m *= es->mg;
//h *= es->hg;
l = Vec4::VMul(l, es->lg);
m = Vec4::VMul(m, es->mg);
h = Vec4::VMul(h, es->hg);
// Shuffle history buffer
es->sdm3 = es->sdm2;
es->sdm2 = es->sdm1;
es->sdm1 = sample;
// Return result
tmp0 = Vec4::VAdd(m, h);
tmp1 = Vec4::VAdd(l, tmp0);
//return(l + m + h);
return(tmp1);
#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
}