spectral: Add SpectralNoise to the GUI tool

Add the SpectralNoise component to the UI/GUI Audio
Design Tool.

Signed-off-by: Graham Whaley <graham.whaley@gmail.com>
pull/13/head
Graham Whaley 3 years ago
parent 0d481fc332
commit 762df65cad
  1. 109
      docs/index.html

@ -386,6 +386,7 @@ span.mainfunction {color: #993300; font-weight: bolder}
{"type":"AudioLMSDenoiseNotch_F32","data":{"defaults":{"name":{"value":"new"}},"shortName":"LMS","inputs":"1","output":"0","category":"filter-function","color":"#E6E0F8","icon":"arrow-in.png","outputs":"1"}}, {"type":"AudioLMSDenoiseNotch_F32","data":{"defaults":{"name":{"value":"new"}},"shortName":"LMS","inputs":"1","output":"0","category":"filter-function","color":"#E6E0F8","icon":"arrow-in.png","outputs":"1"}},
{"type":"AudioSpectralDenoise_F32","data":{"defaults":{"name":{"value":"new"}},"shortName":"Spectral","inputs":"1","output":"0","category":"filter-function","color":"#E6E0F8","icon":"arrow-in.png","outputs":"1"}},
{"type":"AudioFilterFreqWeighting_F32","data":{"defaults":{"name":{"value":"new"}},"shortName":"freqWeight","inputs":"NaN","output":"0","category":"filter-function","color":"#E6E0F8","icon":"arrow-in.png","outputs":"NaN"}}, {"type":"AudioFilterFreqWeighting_F32","data":{"defaults":{"name":{"value":"new"}},"shortName":"freqWeight","inputs":"NaN","output":"0","category":"filter-function","color":"#E6E0F8","icon":"arrow-in.png","outputs":"NaN"}},
{"type":"AudioFilterTimeWeighting_F32","data":{"defaults":{"name":{"value":"new"}},"shortName":"timeWeight","inputs":"1","output":"0","category":"filter-function","color":"#E6E0F8","icon":"arrow-in.png","outputs":"1"}}, {"type":"AudioFilterTimeWeighting_F32","data":{"defaults":{"name":{"value":"new"}},"shortName":"timeWeight","inputs":"1","output":"0","category":"filter-function","color":"#E6E0F8","icon":"arrow-in.png","outputs":"1"}},
{"type":"AudioMathAdd_F32","data":{"defaults":{"name":{"value":"new"}},"shortName":"mathAdd","inputs":"2","output":"0","category":"math-function","color":"#E6E0F8","icon":"arrow-in.png","outputs":"1"}}, {"type":"AudioMathAdd_F32","data":{"defaults":{"name":{"value":"new"}},"shortName":"mathAdd","inputs":"2","output":"0","category":"math-function","color":"#E6E0F8","icon":"arrow-in.png","outputs":"1"}},
@ -899,6 +900,114 @@ See Compressor and Compressor2 for complete, ready to use classes.</p>
</div> </div>
</script> </script>
<div>
<script type="text/x-red" data-help-name="AudioSpectralDenoise_F32">
<!-- ============ AudioSpectralDenoise_F32 ========= -->
<h3>Summary</h3>
<div class=tooltipinfo>
<p>Spectral Noise Reduction</p>
<p>Remove random noise, such as background noise or machine generated noise, and try
to leave voice intact.</p>
<p>Spectral NR does not try to remove constant tones or clicks and pops.</p>
<p>Spectral NR is generally not useful for cleaning up 'pure tone' sources, such as morse code.</p>
<h3>Audio Connections</h3>
<table class=doc align=center cellpadding=3>
<tr class=top><th>Port</th><th>Purpose</th></tr>
<tr class=odd><td align=center>In 0</td><td>Signal to be filtered</td></tr>
<tr class=odd><td align=center>Out 0</td><td>Filtered Signal Output</td></tr>
</table>
<h3>Functions</h3>
<p class=func><span class=keyword>setup</span>(<strong>AudioSettings_F32 &</strong>settings, <strong>int</strong> n_fft);</p>
<p class=desc>Setup the filter. Must be called if parameters not passed in to the
constructor. Can be re-called if other parameters have been changed to have
the changes take effect.
The maximum FFT size is dictated by the underlying FFT_OA code.
</p>
<p class=func><span class=keyword>enable</span>(<strong>bool</strong> start);</p>
<p class=desc>Turn on or offthe filter. The filter is enabled by default upon
creation.
</p>
<p class=func><span class=keyword>enabled</span>();</p>
<p class=desc>Return the enabled state of the filter.</p>
<p class=func><span class=keyword>getAsnr</span>();</p>
<p class=desc>Return the current ASNR value.</p>
<p class=func><span class=keyword>setAsnr</span>(<strong>float32_t</strong> value);</p>
<p class=desc>Set the ASNR value. Active SNR.</p>
<p class=desc>Call <span class=keyword>setup()</span> for the change to take effect.</p>
<p class=func><span class=keyword>getVADHighFreq</span>();</p>
<p class=desc>Get the VAD band high frequency cutoff value.</p>
<p class=func><span class=keyword>setVADHighFreq</span>(<strong>float32_t</strong> value);</p>
<p class=desc>Set the VAD High Frequency cutoff value. Sets the high
frequency value of the Voice Activity Detector (VAD) window.
</p>
<p class=desc>Call <span class=keyword>setup()</span> for the change to take effect.</p>
<p class=func><span class=keyword>getVADLowFreq</span>();</p>
<p class=desc>Get the VAD band low frequency value.</p>
<p class=func><span class=keyword>setVADLowFreq</span>(<strong>float32_t</strong> value);</p>
<p class=desc>Set the VAD band low frequency value.</p>
<p class=desc>Call <span class=keyword>setup()</span> for the change to take effect.</p>
<p class=func><span class=keyword>getNRAlpha</span>();</p>
<p class=desc>get the NRalpha value. NR alpha is the time smoothing constant. It's
range is clipped between 0.9 and 0.9999 in the code. Settings >0.95
generally recommended, or you can get strong reverb and 'watery' effects.
</p>
<p class=func><span class=keyword>setNRAlpha</span>(<strong>float32_t</strong> value);</p>
<p class=desc>Set the NRalpha value.</p>
<p class=desc>The change takes effect immediately.</p>
<p class=func><span class=keyword>getSNRPrioMin</span>();</p>
<p class=desc>Get the SNR prior value.</p>
<p class=func><span class=keyword>setSNRPrioMin</span>(<strong>float32_t</strong> value);</p>
<p class=desc>Set the SNR prior value.</p>
<p class=desc>The change takes effect immediately.</p>
<p class=func><span class=keyword>getNRWidth</span>();</p>
<p class=desc>Get the NR width. Used for the measuring 'span' in the musical note
reduction code.
</p>
<p class=func><span class=keyword>setNRWidth</span>(<strong>int16_t</strong> value);</p>
<p class=desc>Set the NR width.</p>
<p class=desc>The change takes effect immediately.</p>
<p class=func><span class=keyword>getPowerThreshold</span>();</p>
<p class=desc>Get the power threshold. Used to limit the effects of the musical
note reduction code.
</p>
<p class=func><span class=keyword>setPowerThreshold</span>(<strong>float32_t</strong> value);</p>
<p class=desc>Set the power threshold.</p>
<p class=desc>The change takes effect immediately.</p>
<p class=func><span class=keyword>getTaxFactor</span>();</p>
<p class=desc>Get the noise output smoothing factor.</p>
<p class=func><span class=keyword>setTaxFactor</span>(<strong>float32_t</strong> value);</p>
<p class=desc>Set the noise output smoothing factor. Typical values are around 0.8.</p>
<p class=desc>Call <span class=keyword>setup()</span> for the change to take effect.</p>
<p class=func><span class=keyword>getTapFactor</span>();</p>
<p class=desc>Get the speech probability smoothing factor.</p>
<p class=func><span class=keyword>setTapFactor</span>(<strong>float32_t</strong> value);</p>
<p class=desc>Set the speech probability smoothing factor. Typical values are around 0.9.</p>
<p class=desc>Call <span class=keyword>setup()</span> for the change to take effect.</p>
<h3>Examples</h3>
<p class=exam>File &gt; Examples &gt; OpenAudio_ArduinoLibrary &gt; SpectralDenoise.ino
</p>
<h3>Notes</h3>
<p> The defaults work OK, but it is worth experimenting with the adjustable
parameters for your specific situation. Try adjusting NRAlpha, NRWidth and Asnr.
</p>
<p> The default FFT size is 256. You may wish to make this larger, which will allow
a finer granularity of 'buckets' to potentially improve the noise reduction, but,
will cost both processor time and memory overheads.
</p>
<p> The maximum FFT size is set by the underlying <strong>FFT_OA</strong> code, which at
time of writing limits the maximum to 2048.
</p>
<p> The code is written to account for the <strong>sample_rate_Hz</strong> passed in with
the audio settings, <strong>but</strong>, this has not been tested. If you do test,
either with a higher or lower sample rate, please report back and consider fixing
this documentation.
</p>
<h3>References</h3>
<p>The best reference on how the Spectral code was designed and works can be found on the
<a href="https://github.com/df8oe/UHSDR/wiki/Noise-reduction"> UHSDR wiki </a>
</p>
</script>
</div>
<div> <div>
<script type="text/x-red" data-help-name="AudioFilter90Deg_F32"> <script type="text/x-red" data-help-name="AudioFilter90Deg_F32">

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