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

    Scheduled Pinned Locked Moved ScriptNode
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    • 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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