// A biquad filter has a z-transform of // H(z) = (b0 + b1 / z + b2 / z^2) / (1 + a1 / z + a2 / z^2) // // The formulas for the various filters were taken from // http://www.musicdsp.org/files/Audio-EQ-Cookbook.txt. // Lowpass filter. function createLowpassFilter(freq, q, gain) { let b0; let b1; let b2; let a0; let a1; let a2; if (freq == 1) { // The formula below works, except for roundoff. When freq = 1, // the filter is just a wire, so hardwire the coefficients. b0 = 1; b1 = 0; b2 = 0; a0 = 1; a1 = 0; a2 = 0; } else { let theta = Math.PI * freq; let alpha = Math.sin(theta) / (2 * Math.pow(10, q / 20)); let cosw = Math.cos(theta); let beta = (1 - cosw) / 2; b0 = beta; b1 = 2 * beta; b2 = beta; a0 = 1 + alpha; a1 = -2 * cosw; a2 = 1 - alpha; } return normalizeFilterCoefficients(b0, b1, b2, a0, a1, a2); } function createHighpassFilter(freq, q, gain) { let b0; let b1; let b2; let a0; let a1; let a2; if (freq == 1) { // The filter is 0 b0 = 0; b1 = 0; b2 = 0; a0 = 1; a1 = 0; a2 = 0; } else if (freq == 0) { // The filter is 1. Computation of coefficients below is ok, but // there's a pole at 1 and a zero at 1, so round-off could make // the filter unstable. b0 = 1; b1 = 0; b2 = 0; a0 = 1; a1 = 0; a2 = 0; } else { let theta = Math.PI * freq; let alpha = Math.sin(theta) / (2 * Math.pow(10, q / 20)); let cosw = Math.cos(theta); let beta = (1 + cosw) / 2; b0 = beta; b1 = -2 * beta; b2 = beta; a0 = 1 + alpha; a1 = -2 * cosw; a2 = 1 - alpha; } return normalizeFilterCoefficients(b0, b1, b2, a0, a1, a2); } function normalizeFilterCoefficients(b0, b1, b2, a0, a1, a2) { let scale = 1 / a0; return { b0: b0 * scale, b1: b1 * scale, b2: b2 * scale, a1: a1 * scale, a2: a2 * scale }; } function createBandpassFilter(freq, q, gain) { let b0; let b1; let b2; let a0; let a1; let a2; let coef; if (freq > 0 && freq < 1) { let w0 = Math.PI * freq; if (q > 0) { let alpha = Math.sin(w0) / (2 * q); let k = Math.cos(w0); b0 = alpha; b1 = 0; b2 = -alpha; a0 = 1 + alpha; a1 = -2 * k; a2 = 1 - alpha; coef = normalizeFilterCoefficients(b0, b1, b2, a0, a1, a2); } else { // q = 0, and frequency is not 0 or 1. The above formula has a // divide by zero problem. The limit of the z-transform as q // approaches 0 is 1, so set the filter that way. coef = {b0: 1, b1: 0, b2: 0, a1: 0, a2: 0}; } } else { // When freq = 0 or 1, the z-transform is identically 0, // independent of q. coef = { b0: 0, b1: 0, b2: 0, a1: 0, a2: 0 } } return coef; } function createLowShelfFilter(freq, q, gain) { // q not used let b0; let b1; let b2; let a0; let a1; let a2; let coef; let S = 1; let A = Math.pow(10, gain / 40); if (freq == 1) { // The filter is just a constant gain coef = {b0: A * A, b1: 0, b2: 0, a1: 0, a2: 0}; } else if (freq == 0) { // The filter is 1 coef = {b0: 1, b1: 0, b2: 0, a1: 0, a2: 0}; } else { let w0 = Math.PI * freq; let alpha = 1 / 2 * Math.sin(w0) * Math.sqrt((A + 1 / A) * (1 / S - 1) + 2); let k = Math.cos(w0); let k2 = 2 * Math.sqrt(A) * alpha; let Ap1 = A + 1; let Am1 = A - 1; b0 = A * (Ap1 - Am1 * k + k2); b1 = 2 * A * (Am1 - Ap1 * k); b2 = A * (Ap1 - Am1 * k - k2); a0 = Ap1 + Am1 * k + k2; a1 = -2 * (Am1 + Ap1 * k); a2 = Ap1 + Am1 * k - k2; coef = normalizeFilterCoefficients(b0, b1, b2, a0, a1, a2); } return coef; } function createHighShelfFilter(freq, q, gain) { // q not used let b0; let b1; let b2; let a0; let a1; let a2; let coef; let A = Math.pow(10, gain / 40); if (freq == 1) { // When freq = 1, the z-transform is 1 coef = {b0: 1, b1: 0, b2: 0, a1: 0, a2: 0}; } else if (freq > 0) { let w0 = Math.PI * freq; let S = 1; let alpha = 0.5 * Math.sin(w0) * Math.sqrt((A + 1 / A) * (1 / S - 1) + 2); let k = Math.cos(w0); let k2 = 2 * Math.sqrt(A) * alpha; let Ap1 = A + 1; let Am1 = A - 1; b0 = A * (Ap1 + Am1 * k + k2); b1 = -2 * A * (Am1 + Ap1 * k); b2 = A * (Ap1 + Am1 * k - k2); a0 = Ap1 - Am1 * k + k2; a1 = 2 * (Am1 - Ap1 * k); a2 = Ap1 - Am1 * k - k2; coef = normalizeFilterCoefficients(b0, b1, b2, a0, a1, a2); } else { // When freq = 0, the filter is just a gain coef = {b0: A * A, b1: 0, b2: 0, a1: 0, a2: 0}; } return coef; } function createPeakingFilter(freq, q, gain) { let b0; let b1; let b2; let a0; let a1; let a2; let coef; let A = Math.pow(10, gain / 40); if (freq > 0 && freq < 1) { if (q > 0) { let w0 = Math.PI * freq; let alpha = Math.sin(w0) / (2 * q); let k = Math.cos(w0); b0 = 1 + alpha * A; b1 = -2 * k; b2 = 1 - alpha * A; a0 = 1 + alpha / A; a1 = -2 * k; a2 = 1 - alpha / A; coef = normalizeFilterCoefficients(b0, b1, b2, a0, a1, a2); } else { // q = 0, we have a divide by zero problem in the formulas // above. But if we look at the z-transform, we see that the // limit as q approaches 0 is A^2. coef = {b0: A * A, b1: 0, b2: 0, a1: 0, a2: 0}; } } else { // freq = 0 or 1, the z-transform is 1 coef = {b0: 1, b1: 0, b2: 0, a1: 0, a2: 0}; } return coef; } function createNotchFilter(freq, q, gain) { let b0; let b1; let b2; let a0; let a1; let a2; let coef; if (freq > 0 && freq < 1) { if (q > 0) { let w0 = Math.PI * freq; let alpha = Math.sin(w0) / (2 * q); let k = Math.cos(w0); b0 = 1; b1 = -2 * k; b2 = 1; a0 = 1 + alpha; a1 = -2 * k; a2 = 1 - alpha; coef = normalizeFilterCoefficients(b0, b1, b2, a0, a1, a2); } else { // When q = 0, we get a divide by zero above. The limit of the // z-transform as q approaches 0 is 0, so set the coefficients // appropriately. coef = {b0: 0, b1: 0, b2: 0, a1: 0, a2: 0}; } } else { // When freq = 0 or 1, the z-transform is 1 coef = {b0: 1, b1: 0, b2: 0, a1: 0, a2: 0}; } return coef; } function createAllpassFilter(freq, q, gain) { let b0; let b1; let b2; let a0; let a1; let a2; let coef; if (freq > 0 && freq < 1) { if (q > 0) { let w0 = Math.PI * freq; let alpha = Math.sin(w0) / (2 * q); let k = Math.cos(w0); b0 = 1 - alpha; b1 = -2 * k; b2 = 1 + alpha; a0 = 1 + alpha; a1 = -2 * k; a2 = 1 - alpha; coef = normalizeFilterCoefficients(b0, b1, b2, a0, a1, a2); } else { // q = 0 coef = {b0: -1, b1: 0, b2: 0, a1: 0, a2: 0}; } } else { coef = {b0: 1, b1: 0, b2: 0, a1: 0, a2: 0}; } return coef; } function filterData(filterCoef, signal, len) { let y = new Array(len); let b0 = filterCoef.b0; let b1 = filterCoef.b1; let b2 = filterCoef.b2; let a1 = filterCoef.a1; let a2 = filterCoef.a2; // Prime the pump. (Assumes the signal has length >= 2!) y[0] = b0 * signal[0]; y[1] = b0 * signal[1] + b1 * signal[0] - a1 * y[0]; // Filter all of the signal that we have. for (let k = 2; k < Math.min(signal.length, len); ++k) { y[k] = b0 * signal[k] + b1 * signal[k - 1] + b2 * signal[k - 2] - a1 * y[k - 1] - a2 * y[k - 2]; } // If we need to filter more, but don't have any signal left, // assume the signal is zero. for (let k = signal.length; k < len; ++k) { y[k] = -a1 * y[k - 1] - a2 * y[k - 2]; } return y; } // Map the filter type name to a function that computes the filter coefficents // for the given filter type. let filterCreatorFunction = { 'lowpass': createLowpassFilter, 'highpass': createHighpassFilter, 'bandpass': createBandpassFilter, 'lowshelf': createLowShelfFilter, 'highshelf': createHighShelfFilter, 'peaking': createPeakingFilter, 'notch': createNotchFilter, 'allpass': createAllpassFilter }; let filterTypeName = { 'lowpass': 'Lowpass filter', 'highpass': 'Highpass filter', 'bandpass': 'Bandpass filter', 'lowshelf': 'Lowshelf filter', 'highshelf': 'Highshelf filter', 'peaking': 'Peaking filter', 'notch': 'Notch filter', 'allpass': 'Allpass filter' }; function createFilter(filterType, freq, q, gain) { return filterCreatorFunction[filterType](freq, q, gain); }