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eq_xna.cpp
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eq_xna.cpp
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//--------------------------------------------------------------------------------------
// File: eq_xna.cpp
//--------------------------------------------------------------------------------------
#include "DXUT.h"
#include <xaudio2.h>
#include <xmmintrin.h>
#include <emmintrin.h>
#include "_xnamath_.h"
#include <math.h>
#include "common.h"
#include <windows.h>
#include <xaudio2.h>
#include <strsafe.h>
#include <shellapi.h>
#include <mmsystem.h>
#include <conio.h>
#include "SDKwavefile.h"
#include "eq_xna.h"
namespace EQ_XNAMATH
{
//---------------------------------------------------------------------------
//----------------------------------------------------------------------------
//
// 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 XMVECTOR vsa = XMVectorReplicate(vsaf);
static XMVECTOR M_PI = XMVectorReplicate(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 = XMVectorReplicate(1.0f);
es->mg = XMVectorReplicate(1.0f);
es->hg = XMVectorReplicate(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 = XMVectorReplicate(lf);
es->hf = XMVectorReplicate(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 :)
XMVECTOR do_3band(EQSTATE* es, XMVECTOR& sample)
{
// Locals
XMVECTOR 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);
}
}