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135 lines
4.8 KiB
135 lines
4.8 KiB
/*
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* radioNoiseBlanker_F32.cpp
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*
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* 22 March 2020
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* Bob Larkin, in support of the library:
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* Chip Audette, OpenAudio, Apr 2017
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* -------------------
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*
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* MIT License, Use at your own risk.
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*/
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#include "radioNoiseBlanker_F32.h"
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void radioNoiseBlanker_F32::update(void) {
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audio_block_f32_t *blockIn0=NULL;
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audio_block_f32_t *blockOut0=NULL;
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audio_block_f32_t *blockIn1=NULL;
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audio_block_f32_t *blockOut1=NULL;
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uint16_t i;
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float32_t absSignal;
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// Get input block // <<Writable??
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blockIn0 = AudioStream_F32::receiveWritable_f32(0);
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if (!blockIn0) {
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// if(errorPrint) Serial.println("NB-ERR: No input memory");
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return;
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}
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if(twoChannel) {
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blockIn1 = AudioStream_F32::receiveWritable_f32(1);
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if (!blockIn1) {
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AudioStream_F32::release(blockIn0);
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if(errorPrint) Serial.println("NB-ERR: No 1 input memory");
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return;
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}
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}
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// Are we not noise blanking?
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if(! runNB) {
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AudioStream_F32::transmit(blockIn0, 0); // send the unchanged data
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AudioStream_F32::release (blockIn0);
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if(twoChannel) {
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AudioStream_F32::transmit(blockIn1, 1);
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AudioStream_F32::release (blockIn1);
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}
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return;
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}
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// Get a block for the output
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blockOut0 = AudioStream_F32::allocate_f32();
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if (!blockOut0) { // Didn't have any
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if(errorPrint) Serial.println("NB-ERR: No output memory");
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AudioStream_F32::release(blockIn0);
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if(twoChannel)
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AudioStream_F32::release(blockIn1);
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return;
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}
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if(twoChannel) {
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blockOut1 = AudioStream_F32::allocate_f32();
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if (!blockOut1) { // Didn't have any
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if(errorPrint) Serial.println("NB-ERR: No output 1 memory");
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AudioStream_F32::release(blockOut0);
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AudioStream_F32::release(blockIn0);
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AudioStream_F32::release(blockIn1);
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return;
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}
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}
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// delayData0[], and 1, always represents 256 points of I-F data. It is pre-gate and includes noise pulses.
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// Go through new data, point i at a time, entering to delay line, looking
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// for noise pulses. Then in same loop, move data to output buffer blockOut0->data
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// based on whether gate is open or not.
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for(i=0; i<block_size; i++) {
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float32_t datai0 = blockIn0->data[i]; // ith data
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delayData0[(i+in_index) & delayBufferMask] = datai0; // Put ith data to circular delay buffer
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if(twoChannel) {
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float32_t datai1 = blockIn1->data[i];
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delayData1[(i+in_index) & delayBufferMask] = datai1;
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}
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// All control comes from the 0 input (not the 1 input)
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absSignal = fabsf(datai0); // Rectified I-F
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runningSum += absSignal; // Update by adding one rectified point
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runningSum -= delayData0[(i + in_index - RUNNING_SUM_SIZE) & delayBufferMask]; // & subtract one
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pulseTime++; // This keeps track of leading and trailing delays of the gate pulse
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if (absSignal > (threshold * runningSum)) { // A noise pulse event
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if (gateOn == true) { // Signals are flowing, this is beginning of noise pulse event
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gateOn = false;
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pulseTime = -nAnticipation;
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}
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else { // gateOn==false, we are already in a noise pulse event
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if (pulseTime > 0) { // Waiting for pulse event to end
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pulseTime = 0; // Keep waiting
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}
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}
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}
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else { // Noise pulse is below threshold
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if (gateOn == true) { // Signals are flowing normally
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pulseTime = -9999;
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}
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else { // gateOn==false, we are already in a noise pulse event
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if(pulseTime >= nDecay) { // End of a pulse event, turn gate on
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gateOn = true;
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pulseTime = -9999;
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}
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}
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}
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// Ready to enter I-F data to output, offset in time by "nAnticipation"
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if (pulseTime == -9999) {
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blockOut0->data[i] = delayData0[(256 + i - nAnticipation) & delayBufferMask];
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if(twoChannel)
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blockOut1->data[i] = delayData1[(256 + i - nAnticipation) & delayBufferMask];
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}
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else { // -nAnticipation < pulseTime < nDecay i.e., blanked out
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blockOut0->data[i] = 0.0f;
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if(twoChannel)
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blockOut1->data[i] = 0.0f;
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}
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} // End of loop point by point over input 128 data points
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AudioStream_F32::release (blockIn0);
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AudioStream_F32::transmit(blockOut0, 0); // send the delayed or blanked data
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AudioStream_F32::release (blockOut0);
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if(twoChannel) {
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AudioStream_F32::release (blockIn1);
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AudioStream_F32::transmit(blockOut1, 1); // send second "Q" channel
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AudioStream_F32::release (blockOut1);
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}
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// Update pointer in_index to delay line for next 128 update
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in_index = (in_index + block_size) & delayBufferMask;
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}
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