Deleting the old internal audaspace. Major changes from there are: - The whole library was refactored to use C++11. - Many stability and performance improvements. - Major Python API refactor: - Most requested: Play self generated sounds using numpy arrays. - For games: Sound list, random sounds and dynamic music. - Writing sounds to files. - Sequencing API. - Opening sound devices, eg. Jack. - Ability to choose different OpenAL devices in the user settings.
44 lines
1.4 KiB
C++
44 lines
1.4 KiB
C++
/*******************************************************************************
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* Copyright 2009-2016 Jörg Müller
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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******************************************************************************/
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#include "fx/HighpassCalculator.h"
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#include <cmath>
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AUD_NAMESPACE_BEGIN
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HighpassCalculator::HighpassCalculator(float frequency, float Q) :
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m_frequency(frequency),
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m_Q(Q)
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{
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}
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void HighpassCalculator::recalculateCoefficients(SampleRate rate, std::vector<float> &b, std::vector<float> &a)
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{
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float w0 = 2.0 * M_PI * (SampleRate)m_frequency / rate;
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float alpha = (float)(std::sin(w0) / (2.0 * (double)m_Q));
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float norm = 1 + alpha;
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float c = std::cos(w0);
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a.push_back(1);
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a.push_back(-2 * c / norm);
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a.push_back((1 - alpha) / norm);
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b.push_back((1 + c) / (2 * norm));
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b.push_back((-1 - c) / norm);
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b.push_back(b[0]);
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}
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AUD_NAMESPACE_END
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