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    [Free Dsp] Analog Filter (24dB/oct)

    Scheduled Pinned Locked Moved ScriptNode
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    • griffinboyG
      griffinboy @Christoph Hart
      last edited by

      @Christoph-Hart

      Nice update!

      ustkU 1 Reply Last reply Reply Quote 0
      • DabDabD
        DabDab @griffinboy
        last edited by

        @griffinboy Waiting for your Youtube Tutorials.

        Bollywood Music Producer and Trance Producer.

        1 Reply Last reply Reply Quote 2
        • ustkU
          ustk @griffinboy
          last edited by

          @griffinboy Nice one! 👍 👍

          Can't help pressing F5 in the forum...

          1 Reply Last reply Reply Quote 0
          • DabDabD
            DabDab
            last edited by

            I have tried to make it a High Pass Filter from the Griffin_LadderFilter.h provided by @griffinboy
            I am not a good C++ DSP programmer. Test it whether it is working or not.

            /*
            Copyright (c) 2024 griffinboy
            
            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 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.
            */
            
            #pragma once
            #include <JuceHeader.h>
            
            namespace project
            {
                using namespace juce;
                using namespace hise;
                using namespace scriptnode;
            
                template <typename T>
                class ScopedValue
                {
                public:
                    explicit ScopedValue(T& val) : value(val), ref(val) {}
                    ~ScopedValue() { ref = value; }
                    T& get() { return value; }
            
                private:
                    T value;
                    T& ref;
                    ScopedValue(const ScopedValue&) = delete;
                    ScopedValue& operator=(const ScopedValue&) = delete;
                };
            
                template <int NV>
                struct Griffin_HighPassFilter : public data::base
                {
                    SNEX_NODE(Griffin_HighPassFilter);
            
                    struct MetadataClass
                    {
                        SN_NODE_ID("Griffin_HighPassFilter");
                    };
            
                    static constexpr bool isModNode() { return false; }
                    static constexpr bool isPolyphonic() { return NV > 1; }
                    static constexpr bool hasTail() { return true; }
                    static constexpr bool isSuspendedOnSilence() { return false; }
                    static constexpr int getFixChannelAmount() { return 2; }
            
                    static constexpr int NumTables = 0;
                    static constexpr int NumSliderPacks = 0;
                    static constexpr int NumAudioFiles = 0;
                    static constexpr int NumFilters = 0;
                    static constexpr int NumDisplayBuffers = 0;
            
                    void prepare(PrepareSpecs specs)
                    {
                        filtersLeft.prepare(specs);
                        filtersRight.prepare(specs);
            
                        for (auto& filter : filtersLeft)
                            filter.prepare(specs.sampleRate);
            
                        for (auto& filter : filtersRight)
                            filter.prepare(specs.sampleRate);
                    }
            
                    void reset()
                    {
                        for (auto& filter : filtersLeft)
                            filter.reset();
            
                        for (auto& filter : filtersRight)
                            filter.reset();
                    }
            
                    template <typename ProcessDataType>
                    void process(ProcessDataType& data)
                    {
                        auto& fixData = data.template as<ProcessData<getFixChannelAmount()>>();
                        auto audioBlock = fixData.toAudioBlock();
            
                        auto* leftChannelData = audioBlock.getChannelPointer(0);
                        auto* rightChannelData = audioBlock.getChannelPointer(1);
                        int numSamples = (int)data.getNumSamples();
            
                        for (auto& leftFilter : filtersLeft)
                        {
                            leftFilter.process(leftChannelData, numSamples);
                        }
            
                        for (auto& rightFilter : filtersRight)
                        {
                            rightFilter.process(rightChannelData, numSamples);
                        }
                    }
            
                    class AudioEffect
                    {
                    public:
                        AudioEffect() = default;
            
                        void prepare(float sampleRate)
                        {
                            fs = sampleRate;
                            reset();
                        }
            
                        void reset()
                        {
                            x1 = x2 = y1 = y2 = 0.0f;
                        }
            
                        void updateCoefficients(float fc, float q)
                        {
                            float omega = 2.0f * MathConstants<float>::pi * fc / fs;
                            float alpha = std::sin(omega) / (2.0f * q);
                            float cosOmega = std::cos(omega);
            
                            float a0 = 1.0f + alpha;
                            b0 = (1.0f + cosOmega) / (2.0f * a0);
                            b1 = -(1.0f + cosOmega) / a0;
                            b2 = (1.0f + cosOmega) / (2.0f * a0);
                            a1 = (-2.0f * cosOmega) / a0;
                            a2 = (1.0f - alpha) / a0;
                        }
            
                        void process(float* samples, int numSamples)
                        {
                            for (int i = 0; i < numSamples; ++i)
                            {
                                samples[i] = processSample(samples[i]);
                            }
                        }
            
                    private:
                        float fs = 44100.0f;
                        float b0 = 0.0f, b1 = 0.0f, b2 = 0.0f;
                        float a1 = 0.0f, a2 = 0.0f;
                        float x1 = 0.0f, x2 = 0.0f;
                        float y1 = 0.0f, y2 = 0.0f;
            
                        inline float processSample(float input)
                        {
                            float output = b0 * input + b1 * x1 + b2 * x2 - a1 * y1 - a2 * y2;
                            
                            x2 = x1;
                            x1 = input;
                            y2 = y1;
                            y1 = output;
                            
                            return output;
                        }
                    };
            
                    template <int P>
                    void setParameter(double value)
                    {
                        if (P == 0) // Cutoff Frequency
                        {
                            cutoffFrequency = static_cast<float>(value);
                            for (auto& filter : filtersLeft)
                                filter.updateCoefficients(cutoffFrequency, q);
            
                            for (auto& filter : filtersRight)
                                filter.updateCoefficients(cutoffFrequency, q);
                        }
                        else if (P == 1) // Q Factor
                        {
                            q = static_cast<float>(value);
                            for (auto& filter : filtersLeft)
                                filter.updateCoefficients(cutoffFrequency, q);
            
                            for (auto& filter : filtersRight)
                                filter.updateCoefficients(cutoffFrequency, q);
                        }
                    }
            
                    void createParameters(ParameterDataList& data)
                    {
                        {
                            parameter::data p("Cutoff Frequency", { 20.0, 20000.0, 1.0 });
                            registerCallback<0>(p);
                            p.setDefaultValue(1000.0);
                            data.add(std::move(p));
                        }
                        {
                            parameter::data p("Q Factor", { 0.1, 10.0, 0.01 });
                            registerCallback<1>(p);
                            p.setDefaultValue(0.707);
                            data.add(std::move(p));
                        }
                    }
            
                    void setExternalData(const ExternalData& data, int index) {}
                    void handleHiseEvent(HiseEvent& e) {}
            
                    template <typename FrameDataType>
                    void processFrame(FrameDataType& data) {}
            
                private:
                    PolyData<AudioEffect, NV> filtersLeft;
                    PolyData<AudioEffect, NV> filtersRight;
                    float cutoffFrequency = 1000.0f;
                    float q = 0.707f;
                };
            }
            
            

            Bollywood Music Producer and Trance Producer.

            1 Reply Last reply Reply Quote 1
            • HISEnbergH
              HISEnberg @griffinboy
              last edited by

              @griffinboy Just curious, have you figured out how to incorporate the filter display in external C++ nodes?

              griffinboyG 1 Reply Last reply Reply Quote 0
              • griffinboyG
                griffinboy @HISEnberg
                last edited by

                @HISEnberg

                You know what, I've never tried it but it should be possible.

                HISEnbergH 1 Reply Last reply Reply Quote 0
                • HISEnbergH
                  HISEnberg @griffinboy
                  last edited by

                  @griffinboy Ya I haven't tried either, I was just be lazy and reaching out for a solution first before trying it myself. I'll look through some of the stock HISE filters and post here once I find the solution.

                  griffinboyG 1 Reply Last reply Reply Quote 2
                  • griffinboyG
                    griffinboy @HISEnberg
                    last edited by

                    @HISEnberg

                    Make a new post if you find anything

                    OrvillainO 1 Reply Last reply Reply Quote 2
                    • OrvillainO
                      Orvillain @griffinboy
                      last edited by

                      @griffinboy @HISEnberg I'd love to know this too. I would imagine it is similar to the thing I wanted to do where I wanted to send out modified audio buffers to a display. I gave up in the end coz I couldn't figure it out.

                      Musician - Instrument Designer - Sonic Architect - Creative Product Owner
                      Crafting sound at every level. From strings to signal paths, samples to systems.

                      HISEnbergH 1 Reply Last reply Reply Quote 0
                      • HISEnbergH
                        HISEnberg @Orvillain
                        last edited by

                        @Orvillain Ah yes I meant to revisit that. I did figure it out but the solution was admittedly more AI-influenced than I care to admit, so I was waiting until I have a more proper understanding of it to share.

                        1 Reply Last reply Reply Quote 1
                        • HISEnbergH HISEnberg referenced this topic
                        • B
                          Ben Catman @griffinboy
                          last edited by

                          @griffinboy

                          again i am highjacking but i have a general question to external c++ . I created the Folder ThirdParty within the project and before compiling Hise can find the node - but i get an error on compiling.

                          Now i was wondering what the exact steps are AFTER placing the header file in the ThirdParty Folder?

                          Thx for the code and thx for your help in advance

                          best ben

                          griffinboyG 1 Reply Last reply Reply Quote 0
                          • griffinboyG
                            griffinboy @Ben Catman
                            last edited by

                            @Ben-Catman

                            Ah yeah, I didn't include instructions here I see.
                            Take a look at my other free DSP posts. One will have a video that shows how it's done.

                            You have to create and compile a blank c++ node first.

                            Just dropping it in won't work because there are other files that hise needs to autogenerate.

                            B 2 Replies Last reply Reply Quote 0
                            • B
                              Ben Catman @griffinboy
                              last edited by

                              @griffinboy

                              Awesome stuff! Thank you so much for creating this video. Will follow your instructions.

                              Cheers

                              1 Reply Last reply Reply Quote 1
                              • B
                                Ben Catman @griffinboy
                                last edited by

                                This post is deleted!
                                1 Reply Last reply Reply Quote 0
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