/* * Copyright (C) 2015 Jared Boone, ShareBrained Technology, Inc. * * This file is part of PortaPack. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2, or (at your option) * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; see the file COPYING. If not, write to * the Free Software Foundation, Inc., 51 Franklin Street, * Boston, MA 02110-1301, USA. */ #include "dsp_iir.hpp" #include void IIRBiquadFilter::configure(const iir_biquad_config_t& new_config) { config = new_config; } void IIRBiquadFilter::execute(const buffer_f32_t& buffer_in, const buffer_f32_t& buffer_out) { const auto a_ = config.a; const auto b_ = config.b; auto x_ = x; auto y_ = y; // TODO: Assert that buffer_out.count == buffer_in.count. for (size_t i = 0; i < buffer_out.count; i++) { x_[0] = x_[1]; x_[1] = x_[2]; x_[2] = buffer_in.p[i]; y_[0] = y_[1]; y_[1] = y_[2]; y_[2] = b_[0] * x_[2] + b_[1] * x_[1] + b_[2] * x_[0] - a_[1] * y_[1] - a_[2] * y_[0]; buffer_out.p[i] = y_[2]; } x = x_; y = y_; } void IIRBiquadFilter::execute_in_place(const buffer_f32_t& buffer) { execute(buffer, buffer); } void IIRBiquadDF2Filter::configure(const iir_biquad_df2_config_t& config) { b0 = config[0] / config[3]; b1 = config[1] / config[3]; b2 = config[2] / config[3]; a1 = config[4] / config[3]; a2 = config[5] / config[3]; } // scipy.signal.sosfilt // // x_n = x[i, n] # make a temporary copy // # Use direct II transposed structure: // x[i, n] = b[s, 0] * x_n + zi[i, s, 0] // zi[i, s, 0] = (b[s, 1] * x_n - a[s, 0] * x[i, n] + zi[i, s, 1]) // zi[i, s, 1] = (b[s, 2] * x_n - a[s, 1] * x[i, n]) float IIRBiquadDF2Filter::execute(float x) { float y; y = b0 * x + z0; z0 = b1 * x - a1 * y + z1; z1 = b2 * x - a2 * y; return y; }