diff --git a/analyze_fft4096_iq_F32.cpp b/analyze_fft4096_iq_F32.cpp index 38760cb..6488168 100644 --- a/analyze_fft4096_iq_F32.cpp +++ b/analyze_fft4096_iq_F32.cpp @@ -70,7 +70,7 @@ static void apply_window_to_fft_buffer1(void *fft_buffer, const void *window) { void AudioAnalyzeFFT4096_IQ_F32::update(void) { audio_block_f32_t *block_i,*block_q; int ii; - + // uint32_t tt = micros(); // timing block_i = receiveReadOnly_f32(0); if (!block_i) return; block_q = receiveReadOnly_f32(1); @@ -79,7 +79,6 @@ void AudioAnalyzeFFT4096_IQ_F32::update(void) { return; } // Here with two new blocks of data - switch (state) { case 0: blocklist_i[0] = block_i; blocklist_q[0] = block_q; @@ -283,7 +282,7 @@ void AudioAnalyzeFFT4096_IQ_F32::update(void) { case 31: blocklist_i[31] = block_i; blocklist_q[31] = block_q; - // This state==31 takes about 500 uSec, including the FFT. + // This state==31 takes about 500 uSec, including the FFT. copy_to_fft_buffer1(fft_buffer+0x000, blocklist_i[0]->data, blocklist_q[0]->data); copy_to_fft_buffer1(fft_buffer+0x100, blocklist_i[1]->data, blocklist_q[1]->data); copy_to_fft_buffer1(fft_buffer+0x200, blocklist_i[2]->data, blocklist_q[2]->data); @@ -378,5 +377,6 @@ void AudioAnalyzeFFT4096_IQ_F32::update(void) { state = 16; break; // From case 31 } // End of switch & case 31 + // Serial.println(micros() - tt); } // End update() #endif diff --git a/analyze_fft4096_iq_F32.h b/analyze_fft4096_iq_F32.h index 3609541..b0cc2fc 100644 --- a/analyze_fft4096_iq_F32.h +++ b/analyze_fft4096_iq_F32.h @@ -73,11 +73,13 @@ * If xAxis=0 f=fs/2 in middle, f=0 on right edge * If xAxis=1 f=fs/2 in middle, f=0 on left edge * If xAxis=2 f=fs/2 on left edge, f=0 in middle - * If xAxis=3 f=fs/2 on right edgr, f=0 in middle + * If xAxis=3 f=fs/2 on right edge, f=0 in middle * If there is 180 degree phase shift to I or Q these all get reversed. * * Timing, max is longest update() time: - * T4.0 Windowed, dBFS Out, 987 uSec + * T4.0 Windowed, dBFS Out, 701 uSec + * Averaged over all updates this is 4.3% processor load + * or less, depending on averaging. * * Scaling: * Full scale for floating point DSP is a nebulous concept. Normally the