CW Decoder (Morse code decoder) 1st release version. Only run on Nucleo-F446RE mbed board.
Dependencies: Array_Matrix F446_AD_DA ST7565_SPI_LCD TextLCD UIT_FFT_Real
Fork of F446_MySoundMachine by
Base on F446_MySoundMachine program created by 不韋 呂-san.
Thanks to 不韋 呂-san making fundamental part such as FFT and ADC high speed interrupt driven program.
I just combined LCD and show CW code.
SignalProcessing/ReverbUnit.hpp
- Committer:
- MikamiUitOpen
- Date:
- 2017-01-29
- Revision:
- 0:fa74b1130cc3
- Child:
- 5:503bd366fd73
File content as of revision 0:fa74b1130cc3:
//-------------------------------------------------------------- // Reverb unit // 2017/01/28, Copyright (c) 2017 MIKAMI, Naoki //-------------------------------------------------------------- #ifndef REVERB_UNIT_HPP #define REVERB_UNIT_HPP #include "mbed.h" #include "Array.hpp" namespace Mikami { // Base class for reverb unit class Reverb { public: // Constructor Reverb(int delay) : DELAY_(delay), un_(delay) { ptr_ = 0; Clear(); } ~Reverb() {} // Execute of filter (pure virtual function) virtual float Execute(float x) = 0; // Clear internal delay elements void Clear() { for (int n=0; n<DELAY_; n++) un_[n] = 0; } protected: float Get() { return un_[ptr_]; } float Get(int n) { int k = ptr_ + n; if (k > DELAY_) k -= DELAY_; if (k < 0) k += DELAY_; return un_[k]; } void Set(float x) { un_[ptr_] = x; if (++ptr_ >= DELAY_) ptr_ = 0; } private: const int DELAY_; Array<float> un_; // for delay int ptr_; // disallow copy constructor and assignment operator Reverb(const Reverb&); Reverb& operator=(const Reverb&); }; // Reverb unit using comb filter class CombFilter : public Reverb { public: // Constructor CombFilter(float g, int delay) : Reverb(delay), G0_(g) {} // Execute comb filter virtual float Execute(float x) { float yn = Reverb::Get(); Reverb::Set(x + G0_*yn); return yn; } // Execute comb filter with variable delay float Execute(float x, int n) { float yn = Reverb::Get(n); Reverb::Set(x + G0_*yn); return yn; } private: const float G0_; }; // Reverb unit using allpass filter class AllPassFilter : public Reverb { public: // Constructor AllPassFilter(float g, int delay) : Reverb(delay), G0_(g) {} // Execute allpass filter virtual float Execute(float x) { float un = x + G0_*Reverb::Get(); float yn = -G0_*un + Reverb::Get(); Reverb::Set(un); return yn; } private: const float G0_; }; } #endif // REVERB_UNIT_HPP