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Invisible wrote:
> You know how if you JPEG-compress something too much, you get ghosting?
> Well if you aren't careful with your filter kernel, your frequency
> response ends up with ghosting. The Blackmann window is a way to try to
> get rid of that. (By blurring the whole thing, unfortunately.)
According to the book, my thinking was sound. You take an iFFT of the
arbitrary filter, apply a Hamming or Blackmann window to the shifted and
zero-padded filter kernel. Then you execute the filter by convolution,
or FFT convolution. Depending on the size of the filter kernel you've
generated. Bigger means FFT is more advantageous.
That's for FIR filters.
Now I'm reading a bout IIR filters and ... they're simple to code, but a
bear to design..
--
~Mike
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Mike Raiford wrote:
> Now I'm reading a bout IIR filters and ... they're simple to code, but a
> bear to design..
Exactly. But great for simulating old analogue subtractive synthesizers. ;-)
--
http://blog.orphi.me.uk/
http://www.zazzle.com/MathematicalOrchid*
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Mike Raiford wrote:
> According to the book, my thinking was sound. You take an iFFT of the
> arbitrary filter, apply a Hamming or Blackmann window to the shifted and
> zero-padded filter kernel. Then you execute the filter by convolution,
> or FFT convolution. Depending on the size of the filter kernel you've
> generated. Bigger means FFT is more advantageous.
>
> That's for FIR filters.
Not quite...
Let's say you want to build a band-pass filter. It passes 100 Hz
unchanged, but it filters out everything else. A "perfect" version of
this filter is very simple - and very impossible. Its impulse response
would simply by a 100 Hz sinewave extending an infinite distance into
the past and into the future.
It should be completely obvious that no filter real-world filter can
possibly react to inputs that haven't happened yet - but that is what
this design calls for. (It is a "non-causal filter".)
Anyway, if you build an FIR by simply taking that infinite sinewave and
chopping the ends off to make it finite, you've just truncated the
impulse response. And that distorts the frequency response. The longer
the IR is, the less the distortion - and the more arithmetic your
digital filter is going to have to do when you run it.
If, instead of just chopping the ends off, you use a Blackmann window...
Well, you're multiplying the IR by the window. Multiplication in the
time domain is convolution in the frequency domain. The frequency
spectrum of a Blackmann window is such that this convolution is
essentially a blurring operation. It blurs out the small ripples,
without destroying the peak at 100 Hz which we'd like to keep. (It does
widen it slightly though.)
Anyway, coming back to general filter design...
- You figure out what frequency response you want, and how many points
you've going to use. (Note that before and after the inverse-FFT, the
number of "points" remains the same.)
- Obviously more points give you more control over the frequency
response; you've got more control points to move. It also means less
rippling between the centers of those control points.
- Take your desired frequency response. Take the inverse-FFT. Now
multiply that by your chosen windowing function.
- You now have your filter kernel.
Notice there's no zero-padding here. (I think you're possibly confused
by the guide's suggestion that you can zero-pad the IR before taking an
FFT in order to get better frequency resolution so you can see what your
filter's "real" frequency response is - this does not exactly match what
you originally requested because the IR is finite.)
Anyway, you can now "run" the filter in two ways: Take the convolution
of the kernel and your signal, or do an FFT-convolution.
To do an FFT-convolution, you want the filter's frequency response (not
its impulse response). Chop your input signal into blocks, zero-pad each
block, FFT, multiply, inverse-FFT, overlap consecutive blocks to build
an output signal. You're done.
(It strikes me that if you were trying to do this "real time", the
blocking would necessarily add some latency to the system that a
convolution implementation wouldn't have...)
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Invisible wrote:
> Mike Raiford wrote:
>
>> According to the book, my thinking was sound. You take an iFFT of the
>> arbitrary filter, apply a Hamming or Blackmann window to the shifted
>> and zero-padded filter kernel. Then you execute the filter by
>> convolution, or FFT convolution. Depending on the size of the filter
>> kernel you've generated. Bigger means FFT is more advantageous.
>>
>> That's for FIR filters.
>
> Not quite...
>
> Let's say you want to build a band-pass filter. It passes 100 Hz
> unchanged, but it filters out everything else. A "perfect" version of
> this filter is very simple - and very impossible. Its impulse response
> would simply by a 100 Hz sinewave extending an infinite distance into
> the past and into the future.
Right, no way that could ever work.
> It should be completely obvious that no filter real-world filter can
> possibly react to inputs that haven't happened yet - but that is what
> this design calls for. (It is a "non-causal filter".)
>
> Anyway, if you build an FIR by simply taking that infinite sinewave and
> chopping the ends off to make it finite, you've just truncated the
> impulse response. And that distorts the frequency response. The longer
> the IR is, the less the distortion - and the more arithmetic your
> digital filter is going to have to do when you run it.
>
> If, instead of just chopping the ends off, you use a Blackmann window...
> Well, you're multiplying the IR by the window. Multiplication in the
> time domain is convolution in the frequency domain. The frequency
> spectrum of a Blackmann window is such that this convolution is
> essentially a blurring operation. It blurs out the small ripples,
> without destroying the peak at 100 Hz which we'd like to keep. (It does
> widen it slightly though.)
>
Right... once you've chosen the frequencies to pass, you can then obtain
the impulse response by an iFFT, and applying the window. Depending on
the number of points the filter's frequency response will be an
approximation of the desired frequency response.
> Anyway, coming back to general filter design...
>
> - You figure out what frequency response you want, and how many points
> you've going to use. (Note that before and after the inverse-FFT, the
> number of "points" remains the same.)
>
> - Obviously more points give you more control over the frequency
> response; you've got more control points to move. It also means less
> rippling between the centers of those control points.
>
> - Take your desired frequency response. Take the inverse-FFT. Now
> multiply that by your chosen windowing function.
>
> - You now have your filter kernel.
>
> Notice there's no zero-padding here. (I think you're possibly confused
> by the guide's suggestion that you can zero-pad the IR before taking an
> FFT in order to get better frequency resolution so you can see what your
> filter's "real" frequency response is - this does not exactly match what
> you originally requested because the IR is finite.)
You'd want to zero pad the kernel for FFT convolution though, right?
> Anyway, you can now "run" the filter in two ways: Take the convolution
> of the kernel and your signal, or do an FFT-convolution.
>
> To do an FFT-convolution, you want the filter's frequency response (not
> its impulse response). Chop your input signal into blocks, zero-pad each
> block, FFT, multiply, inverse-FFT, overlap consecutive blocks to build
> an output signal. You're done.
>
> (It strikes me that if you were trying to do this "real time", the
> blocking would necessarily add some latency to the system that a
> convolution implementation wouldn't have...)
Yeah, there would be a bit of latency I would expect.
FWIW, a long time ago I fooled around with an emulation project for the
MT-32 sound module, which has a resonant low-pass filter. With a few
multiplies and a few adds per cycle, it would filter in realtime pretty
easily. I didn't understand the theory behind it, but the code looked
deceptively simple... Until I found the code for calculating the
coefficients. I found the same filter code on Gamedev.net. From the
looks of it, it's simply a 6-pole Chebyshev filter. The coefficients
were generated by what appeared to be the z-transform you were
discussing earlier. The resonance parameter is apparently is how much
ripple was allowed in the passband. More ripple = bigger spike at the
cut-off frequency.
Other interesting things about the module itself: It's essentially
subtractive synthesis combined with PCM samples. Each patch could
contain up to 4 partials: 2 pairs. Each pair had a ring modulator. If
one side of the modulator was unconnected (no partial) it would simply
generate white noise. IIRC, it had a few different waveforms, including
the PCM "waveform."
--
~Mike
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>> Let's say you want to build a band-pass filter. It passes 100 Hz
>> unchanged, but it filters out everything else. A "perfect" version of
>> this filter is very simple - and very impossible. Its impulse response
>> would simply by a 100 Hz sinewave extending an infinite distance into
>> the past and into the future.
>
> Right, no way that could ever work.
Indeed.
(Although you *can* apply that kind of thing in the weird world of
mathematics. If you have a mathematical formula that describes your
entire signal - past, present and future - then you really *can* pass it
through a "perfect" filter like this. That's the magic of integral
calculus. But I digress...)
> Right... once you've chosen the frequencies to pass, you can then obtain
> the impulse response by an iFFT, and applying the window.
Yes.
> Depending on
> the number of points the filter's frequency response will be an
> approximation of the desired frequency response.
Yes.
In general, if you ask for the frequency response that changes smoothly,
you'll get a close approximation. If you ask for a frequency response
with sharp discontinuities in it, you'll get ripples. (The inverse-DFT
is almost identical to the forward-DFT, remember.)
A lowpass filter consists of a straight line from 0 Hz to the cutoff
frequency, a sharp discontinuity from 100% to 0%, and then a straight
line from there onwards. Hence the impossibility of implementing it
"perfectly". Most other "standard" filter types have abrupt changes like
this too.
>> Notice there's no zero-padding here. (I think you're possibly confused
>> by the guide's suggestion that you can zero-pad the IR before taking
>> an FFT in order to get better frequency resolution so you can see what
>> your filter's "real" frequency response is - this does not exactly
>> match what you originally requested because the IR is finite.)
>
> You'd want to zero pad the kernel for FFT convolution though, right?
Checking the documentation carefully, it appears that the procedure is thus:
To FFT-convolve a kernel containing X samples with a signal block
containing Y samples, pad *both* the kernel and the signal block to
X+Y-1 samples long, FFT to the frequency domain, multiply, inverse-FFT
back to the time domain again. Your new output signal block is larger
than the block you started with, so overlap it with its siblings.
So yes, you do pad the kernel as well as the input signal blocks. (The
amount of padding depends on the size of block you chop the signal
into.) I hypothesize that small blocks = FFT isn't much faster, large
blocks = you have to do lots of multiplies, so there's some sweet spot
somewhere in the middle for best performance.
>> (It strikes me that if you were trying to do this "real time", the
>> blocking would necessarily add some latency to the system that a
>> convolution implementation wouldn't have...)
>
> Yeah, there would be a bit of latency I would expect.
...whereas if you just do a 500-point convolution, there will be 500
samples woth of latency. No more, no less.
> FWIW, a long time ago I fooled around with an emulation project for the
> MT-32 sound module, which has a resonant low-pass filter. With a few
> multiplies and a few adds per cycle, it would filter in realtime pretty
> easily.
That's the magic of IIR. It's *very* compute-efficient.
> I didn't understand the theory behind it, but the code looked
> deceptively simple... Until I found the code for calculating the
> coefficients.
Uh, yes. ;-)
> I found the same filter code on Gamedev.net. From the
> looks of it, it's simply a 6-pole Chebyshev filter. The coefficients
> were generated by what appeared to be the z-transform you were
> discussing earlier.
Precisely.
The math isn't actually "hard" - again it's a few trig functions and a
couple of multiplies - it's just very "fiddly" to implement correctly.
There are lots of opportunities to screw it up.
> The resonance parameter is apparently is how much
> ripple was allowed in the passband. More ripple = bigger spike at the
> cut-off frequency.
Indeed.
Actually - when you get that far - these IIR filters are designed by
looking at the complex plane. You position "poles" and "zeros", and
these define a surface. The vertical slice going through the origin is
the frequency response of the filter. So it's like having a giant
elastic sheet, and moving these poles and zeros around to bend the part
of the sheet crossing that line into the shape you want.
A Chebyshev low-pass filter arranges poles in a semicircle. The
resonance comes from deforming this circle to make it elliptical. As you
do so, the poles get nearer to the line, and the "ripples" you see are
actually the edges of the peak surrounding each pole. I'll draw you a
graph if you like... ;-)
The other fun thing is, the mathematical analysis may show you that an
IIR filter will do one thing, but when you actually implement it
something totally different happens due to rounding errors! IIR filters
work using feedback, and feedback magnifies rounding errors. (FIR
filters by contrast are pretty much unaffected by them, because there's
no feedback.)
> Other interesting things about the module itself: It's essentially
> subtractive synthesis combined with PCM samples. Each patch could
> contain up to 4 partials: 2 pairs. Each pair had a ring modulator. If
> one side of the modulator was unconnected (no partial) it would simply
> generate white noise. IIRC, it had a few different waveforms, including
> the PCM "waveform."
Sounds pretty interesting.
Personally I'd love to implement something like that myself - but I
don't have access to anything that can talk to the sound hardware. :-(
(Haskell has a binding for libSDL - but it doesn't work on Windoze.)
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Invisible wrote:
>
> Sounds pretty interesting.
>
> Personally I'd love to implement something like that myself - but I
> don't have access to anything that can talk to the sound hardware. :-(
>
> (Haskell has a binding for libSDL - but it doesn't work on Windoze.)
I know this is probably painful, but ... under the windows platform does
Haskell have access to COM libraries? DirectX uses COM, you may be able
to use DirectSound (or is it DirectShow, now?) via its COM interfaces..
Either than or write a simple C Dll, and import the functions from that
DLL into the Haskell application.
You'll of course need to download the DirectX SDK for that to work.
--
~Mike
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Mike Raiford wrote:
>> (Haskell has a binding for libSDL - but it doesn't work on Windoze.)
>
> I know this is probably painful, but ... under the windows platform does
> Haskell have access to COM libraries?
It has access to most of the Win32 API. If I can figure out what calls
to execute, it should be doable.
> DirectX uses COM, you may be able
> to use DirectSound (or is it DirectShow, now?) via its COM interfaces..
Seems plausible.
> Either than or write a simple C Dll, and import the functions from that
> DLL into the Haskell application.
Heh. As if I could *ever* do that... I don't even know how DLLs work!
> You'll of course need to download the DirectX SDK for that to work.
That's the easy part. ;-)
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> Personally I'd love to implement something like that myself - but I don't
> have access to anything that can talk to the sound hardware. :-(
You could always just output a raw .wav file and then send it somewhere to
play it (eg mediaplayer or winamp, surely also a smaller command line player
somewhere out there).
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Invisible wrote:
>
> Heh. As if I could *ever* do that... I don't even know how DLLs work!
>
Oh, now. DLLs aren't big scary things. They're just libraries. Creating
a DLL project in Visual C is a snap. Then you just create the functions
you want to export using the extern "C" __declspec( dllexport )
decoration on the function.
>> You'll of course need to download the DirectX SDK for that to work.
>
> That's the easy part. ;-)
Depends ... ;) if you're impatient like me it's excruciating.
--
~Mike
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>> I know this is probably painful, but ... under the windows platform does
>> Haskell have access to COM libraries?
>
> It has access to most of the Win32 API. If I can figure out what calls to
> execute, it should be doable.
http://msdn.microsoft.com/en-us/library/ms712879.aspx
You could first start off by checking that it plays a pre-existing WAV file,
then write the WAV file and play it immediately afterwards, then try out the
SND_MEMORY flag to play it directly from memory...
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