/* Audio Library for Teensy, Ladder Filter * Copyright (c) 2021, Richard van Hoesel * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice, development funding notice, and this permission * notice shall be included in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ //----------------------------------------------------------- // Huovilainen New Moog (HNM) model as per CMJ jun 2006 // Implemented as Teensy Audio Library compatible object // Richard van Hoesel, Feb. 9 2021 // v.1.02 now includes both cutoff and resonance "CV" modulation inputs // please retain this header if you use this code. //----------------------------------------------------------- // https://forum.pjrc.com/threads/60488?p=269609&viewfull=1#post269609 #ifndef filter_ladder_h_ #define filter_ladder_h_ #include "Arduino.h" #include "AudioStream.h" class AudioFilterLadder: public AudioStream { public: AudioFilterLadder() : AudioStream(3, inputQueueArray) {}; void frequency(float FC); void resonance(float reson); void octaveControl(float octaves); virtual void update(void); private: float LPF(float s, int i); void compute_coeffs(float fc); bool resonating(); float alpha = 1.0; float beta[4] = {0.0, 0.0, 0.0, 0.0}; float z0[4] = {0.0, 0.0, 0.0, 0.0}; float z1[4] = {0.0, 0.0, 0.0, 0.0}; float K = 1.0; float Fbase = 1000; float octaveScale = 1.0f/32768.0f; //float Qbase = 0.5; //float overdrive = 1.0; audio_block_t *inputQueueArray[3]; }; #endif