📄 notch.c
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#include <math.h>
#include "utils.h"
//Notch filter
float Notch (int aciStatus, struct tNOTCH *N, float acrX)
{
float rWT1, rWT2;
float y, rT;
int i;
if (N->OK)
{
if (aciStatus == 0)
{
if (N->Prewarp > 0)
rT = (float)(2.0 * tan(N->Prewarp * N->DT / 2.0) / N->Prewarp);
else
rT = N->DT;
rWT1 = N->W1 * rT;
N->Num[0] = 4.0F + 4.0F*N->D1*rWT1 + rWT1*rWT1;
N->Num[1] =-8.0F + 2.0F*rWT1*rWT1;
N->Num[2] = 4.0F - 4.0F*N->D1*rWT1 + rWT1*rWT1;
rWT2 = N->W2 * rT;
N->Den[0] = 4.0F + 4.0F*N->D2*rWT2 + rWT2*rWT2;
N->Den[1] =-8.0F + 2.0F*rWT2*rWT2;
N->Den[2] = 4.0F - 4.0F*N->D2*rWT2 + rWT2*rWT2;
//For unity DC gain:
for (i=0; i<=2; i++)
{
N->Num[i] *= (N->W2 * N->W2);
N->Den[i] *= (N->W1 * N->W1);
}
N->Work[0] = acrX;
N->Work[1] = acrX;
N->Work[2] = acrX;
N->Work[3] = acrX;
}
y = (N->Num[0]*acrX + N->Num[1]*N->Work[0] + N->Num[2]*N->Work[1]
- N->Den[1]*N->Work[2] - N->Den[2]*N->Work[3]) / N->Den[0];
N->Work[1] = N->Work[0];
N->Work[0] = acrX;
N->Work[3] = N->Work[2];
N->Work[2] = y;
return(y);
}
else return(acrX);
}
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