Add Equalizer DSP effect
This commit is contained in:
@@ -248,6 +248,8 @@ add_library(XCEngine STATIC
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${CMAKE_CURRENT_SOURCE_DIR}/src/Audio/FFTFilter.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Audio/Reverbation.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/Audio/Reverbation.cpp
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${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Audio/Equalizer.h
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${CMAKE_CURRENT_SOURCE_DIR}/src/Audio/Equalizer.cpp
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# Third-party (KissFFT)
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${CMAKE_CURRENT_SOURCE_DIR}/third_party/kissfft/kiss_fft.h
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65
engine/include/XCEngine/Audio/Equalizer.h
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65
engine/include/XCEngine/Audio/Equalizer.h
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@@ -0,0 +1,65 @@
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#pragma once
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#include "IAudioEffect.h"
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#include <vector>
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namespace XCEngine {
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namespace Audio {
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class Equalizer : public IAudioEffect {
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public:
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Equalizer();
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~Equalizer() override;
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void ProcessAudio(float* buffer, uint32 sampleCount, uint32 channels) override;
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void SetBandCount(uint32 count);
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uint32 GetBandCount() const { return m_bandCount; }
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void SetBandFrequency(uint32 band, float frequency);
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float GetBandFrequency(uint32 band) const;
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void SetBandGain(uint32 band, float gainDb);
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float GetBandGain(uint32 band) const;
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void SetBandQ(uint32 band, float q);
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float GetBandQ(uint32 band) const;
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void SetEnabled(bool enabled) override;
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bool IsEnabled() const override { return m_enabled; }
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void SetWetMix(float wetMix) override;
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float GetWetMix() const override { return m_wetMix; }
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private:
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void ProcessBand(float* buffer, uint32 sampleCount, uint32 channel, uint32 band);
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void ComputeCoefficients(float frequency, float q, float gainDb);
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private:
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uint32 m_bandCount = 4;
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std::vector<float> m_frequencies;
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std::vector<float> m_gains;
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std::vector<float> m_qs;
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std::vector<float> m_a0;
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std::vector<float> m_a1;
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std::vector<float> m_a2;
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std::vector<float> m_b1;
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std::vector<float> m_b2;
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struct BandState {
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float x1 = 0.0f;
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float x2 = 0.0f;
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float y1 = 0.0f;
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float y2 = 0.0f;
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};
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std::vector<BandState> m_bandStates;
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float m_wetMix = 1.0f;
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bool m_enabled = true;
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uint32 m_sampleRate = 48000;
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};
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} // namespace Audio
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} // namespace XCEngine
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165
engine/src/Audio/Equalizer.cpp
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165
engine/src/Audio/Equalizer.cpp
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@@ -0,0 +1,165 @@
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#include <XCEngine/Audio/Equalizer.h>
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#include <algorithm>
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#include <cmath>
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namespace XCEngine {
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namespace Audio {
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Equalizer::Equalizer()
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: m_sampleRate(48000)
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{
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SetBandCount(4);
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m_frequencies[0] = 100.0f;
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m_frequencies[1] = 500.0f;
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m_frequencies[2] = 2000.0f;
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m_frequencies[3] = 8000.0f;
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for (uint32 i = 0; i < m_bandCount; ++i) {
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m_gains[i] = 0.0f;
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m_qs[i] = 1.0f;
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ComputeCoefficients(m_frequencies[i], m_qs[i], m_gains[i]);
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}
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}
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Equalizer::~Equalizer() {
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}
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void Equalizer::ProcessAudio(float* buffer, uint32 sampleCount, uint32 channels) {
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if (!m_enabled || buffer == nullptr || sampleCount == 0) {
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return;
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}
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if (channels == 0) {
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return;
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}
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for (uint32 ch = 0; ch < channels; ++ch) {
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for (uint32 band = 0; band < m_bandCount; ++band) {
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uint32 stateIndex = ch * m_bandCount + band;
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BandState& state = m_bandStates[stateIndex];
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float a0 = m_a0[band];
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float a1 = m_a1[band];
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float a2 = m_a2[band];
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float b1 = m_b1[band];
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float b2 = m_b2[band];
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for (uint32 i = 0; i < sampleCount; ++i) {
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uint32 sampleIndex = i * channels + ch;
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float x0 = buffer[sampleIndex];
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float y0 = a0 * x0 + a1 * state.x1 + a2 * state.x2 - b1 * state.y1 - b2 * state.y2;
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state.x2 = state.x1;
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state.x1 = x0;
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state.y2 = state.y1;
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state.y1 = y0;
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buffer[sampleIndex] = y0;
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}
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}
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}
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}
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void Equalizer::SetBandCount(uint32 count) {
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if (count == m_bandCount) {
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return;
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}
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m_bandCount = count;
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m_frequencies.resize(count, 1000.0f);
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m_gains.resize(count, 0.0f);
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m_qs.resize(count, 1.0f);
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m_a0.resize(count, 1.0f);
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m_a1.resize(count, 0.0f);
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m_a2.resize(count, 0.0f);
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m_b1.resize(count, 0.0f);
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m_b2.resize(count, 0.0f);
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m_bandStates.resize(count * 2);
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}
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void Equalizer::SetBandFrequency(uint32 band, float frequency) {
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if (band >= m_bandCount) {
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return;
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}
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m_frequencies[band] = std::max(20.0f, std::min(frequency, 20000.0f));
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ComputeCoefficients(m_frequencies[band], m_qs[band], m_gains[band]);
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}
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float Equalizer::GetBandFrequency(uint32 band) const {
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if (band >= m_bandCount) {
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return 0.0f;
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}
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return m_frequencies[band];
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}
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void Equalizer::SetBandGain(uint32 band, float gainDb) {
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if (band >= m_bandCount) {
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return;
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}
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m_gains[band] = std::max(-24.0f, std::min(gainDb, 24.0f));
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ComputeCoefficients(m_frequencies[band], m_qs[band], m_gains[band]);
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}
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float Equalizer::GetBandGain(uint32 band) const {
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if (band >= m_bandCount) {
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return 0.0f;
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}
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return m_gains[band];
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}
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void Equalizer::SetBandQ(uint32 band, float q) {
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if (band >= m_bandCount) {
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return;
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}
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m_qs[band] = std::max(0.1f, std::min(q, 10.0f));
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ComputeCoefficients(m_frequencies[band], m_qs[band], m_gains[band]);
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}
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float Equalizer::GetBandQ(uint32 band) const {
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if (band >= m_bandCount) {
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return 0.0f;
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}
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return m_qs[band];
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}
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void Equalizer::SetEnabled(bool enabled) {
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m_enabled = enabled;
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}
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void Equalizer::SetWetMix(float wetMix) {
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m_wetMix = std::max(0.0f, std::min(1.0f, wetMix));
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}
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void Equalizer::ComputeCoefficients(float frequency, float q, float gainDb) {
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float A = std::pow(10.0f, gainDb / 40.0f);
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float w0 = 2.0f * 3.14159265f * frequency / m_sampleRate;
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float cosw0 = std::cos(w0);
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float sinw0 = std::sin(w0);
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float alpha = sinw0 / (2.0f * q);
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float b0 = 1.0f + alpha * A;
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float b1 = -2.0f * cosw0;
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float b2 = 1.0f - alpha * A;
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float a0 = 1.0f + alpha / A;
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float a1 = -2.0f * cosw0;
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float a2 = 1.0f - alpha / A;
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size_t bandIndex = &frequency - &m_frequencies[0];
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if (bandIndex < m_bandCount) {
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m_a0[bandIndex] = b0 / a0;
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m_a1[bandIndex] = b1 / a0;
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m_a2[bandIndex] = b2 / a0;
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m_b1[bandIndex] = a1 / a0;
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m_b2[bandIndex] = a2 / a0;
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}
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}
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} // namespace Audio
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} // namespace XCEngine
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