Add second pocsag proc for experimenting (#1428)

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Kyle Reed 2023-08-30 23:05:49 -07:00 committed by GitHub
parent 900086c1c9
commit 5d602ece5c
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10 changed files with 820 additions and 30 deletions

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@ -3,6 +3,7 @@
* Copyright (C) 2012-2014 Elias Oenal (multimon-ng@eliasoenal.com)
* Copyright (C) 2015 Jared Boone, ShareBrained Technology, Inc.
* Copyright (C) 2016 Furrtek
* Copyright (C) 2016 Kyle Reed
*
* This file is part of PortaPack.
*
@ -41,16 +42,29 @@ void POCSAGProcessor::execute(const buffer_c8_t& buffer) {
const auto channel_out = channel_filter.execute(decim_1_out, dst_buffer);
auto audio = demod.execute(channel_out, audio_buffer);
// When use_squelch_ is true, AudioOutput applies filters
// which should eliminate the need to do this smoothing.
if (use_squelch_ == false)
smooth.Process(audio.p, audio.count);
// NB: This applies audio filters in-place when use_squelch_ is true.
audio_output.write(audio);
// If squelching, check for audio before smoothing because smoothing
// causes the squelch noise detection to fail. Likely because squelch
// looks for HF noise and smoothing is basically a lowpass filter.
// NB: Squelch in this processor is only for the the audio output.
// Squelching will likely drop data "noise" and break processing.
if (squelch_.enabled()) {
bool has_audio = squelch_.execute(audio);
squelch_history = (squelch_history << 1) | (has_audio ? 1 : 0);
}
smooth.Process(audio.p, audio.count);
processDemodulatedSamples(audio.p, 16);
extractFrames();
// Clear the output before sending to audio chip.
// Only clear the audio buffer when there hasn't been any audio for a while.
if (squelch_.enabled() && squelch_history == 0) {
for (size_t i = 0; i < audio.count; ++i) {
audio.p[i] = 0.0;
}
}
audio_output.write(audio);
}
// ====================================================================
@ -83,13 +97,7 @@ void POCSAGProcessor::on_message(const Message* const message) {
case Message::ID::NBFMConfigure: {
auto config = reinterpret_cast<const NBFMConfigureMessage*>(message);
use_squelch_ = config->squelch_level > 0;
audio_output.configure(
audio_24k_hpf_300hz_config,
audio_24k_lpf_2400hz_config,
config->squelch_level / 100.0);
audio_output.configure(use_squelch_);
squelch_.set_threshold(config->squelch_level / 100.0);
break;
}
@ -119,6 +127,9 @@ void POCSAGProcessor::configure() {
// 24k / 3.2k = 7.5
smooth.SetSize(8);
// Don't have audio process the stream.
audio_output.configure(false);
// Set up the frame extraction, limits of baud
setFrameExtractParams(demod_input_fs, 4000, 300, 32);