2009-04-12 23:01:10 +00:00
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/**
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* OpenAL cross platform audio library
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* Copyright (C) 2009 by Chris Robinson.
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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* Or go to http://www.gnu.org/copyleft/lgpl.html
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*/
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#include "config.h"
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#include <math.h>
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#include <stdlib.h>
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2009-05-29 20:30:50 +00:00
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#include "alMain.h"
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2009-04-12 23:01:10 +00:00
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#include "alFilter.h"
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#include "alAuxEffectSlot.h"
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2009-05-17 06:26:39 +00:00
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#include "alu.h"
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2009-04-12 23:01:10 +00:00
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2009-05-29 20:30:50 +00:00
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typedef struct ALechoState {
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// Must be first in all effects!
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ALeffectState state;
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2009-04-12 23:01:10 +00:00
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ALfloat *SampleBuffer;
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ALuint BufferLength;
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2009-04-13 01:54:26 +00:00
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// The echo is two tap. The third tap is the offset to write the feedback
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// and input sample to
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2009-04-12 23:01:10 +00:00
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struct {
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ALuint offset;
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} Tap[3];
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// The LR gains for the first tap. The second tap uses the reverse
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ALfloat GainL;
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ALfloat GainR;
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ALfloat FeedGain;
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2009-04-16 12:43:09 +00:00
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2009-04-12 23:01:10 +00:00
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FILTER iirFilter;
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2009-04-16 12:43:09 +00:00
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ALfloat history[2];
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2009-05-29 20:30:50 +00:00
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} ALechoState;
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2009-04-12 23:01:10 +00:00
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// Find the next power of 2. Actually, this will return the input value if
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// it is already a power of 2.
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static ALuint NextPowerOf2(ALuint value)
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{
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ALuint powerOf2 = 1;
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if(value)
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{
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value--;
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while(value)
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{
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value >>= 1;
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powerOf2 <<= 1;
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}
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}
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return powerOf2;
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}
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2009-05-29 20:30:50 +00:00
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ALvoid EchoDestroy(ALeffectState *effect)
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2009-04-12 23:01:10 +00:00
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{
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2009-05-29 20:30:50 +00:00
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ALechoState *state = (ALechoState*)effect;
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2009-04-12 23:01:10 +00:00
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if(state)
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{
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free(state->SampleBuffer);
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state->SampleBuffer = NULL;
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free(state);
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}
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}
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2009-05-29 20:30:50 +00:00
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ALvoid EchoUpdate(ALeffectState *effect, ALCcontext *Context, struct ALeffectslot *Slot, ALeffect *Effect)
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{
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2009-05-29 20:30:50 +00:00
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ALechoState *state = (ALechoState*)effect;
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2009-04-12 23:01:10 +00:00
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ALuint newdelay1, newdelay2;
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ALfloat lrpan, cw, a, g;
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newdelay1 = (ALuint)(Effect->Echo.Delay * Context->Frequency);
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newdelay2 = (ALuint)(Effect->Echo.LRDelay * Context->Frequency);
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state->Tap[0].offset = (state->BufferLength - newdelay1 - 1 +
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state->Tap[2].offset)%state->BufferLength;
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state->Tap[1].offset = (state->BufferLength - newdelay1 - newdelay2 - 1 +
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state->Tap[2].offset)%state->BufferLength;
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lrpan = Effect->Echo.Spread*0.5f + 0.5f;
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state->GainL = aluSqrt( lrpan);
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state->GainR = aluSqrt(1.0f-lrpan);
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state->FeedGain = Effect->Echo.Feedback;
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cw = cos(2.0*M_PI * LOWPASSFREQCUTOFF / Context->Frequency);
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g = 1.0f - Effect->Echo.Damping;
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a = 0.0f;
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if(g < 0.9999f) // 1-epsilon
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a = (1 - g*cw - aluSqrt(2*g*(1-cw) - g*g*(1 - cw*cw))) / (1 - g);
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state->iirFilter.coeff = a;
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}
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2009-05-29 20:30:50 +00:00
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ALvoid EchoProcess(ALeffectState *effect, ALuint SamplesToDo, const ALfloat *SamplesIn, ALfloat (*SamplesOut)[OUTPUTCHANNELS])
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2009-04-12 23:01:10 +00:00
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{
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ALechoState *state = (ALechoState*)effect;
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2009-04-12 23:01:10 +00:00
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const ALuint delay = state->BufferLength-1;
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ALuint tap1off = state->Tap[0].offset;
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ALuint tap2off = state->Tap[1].offset;
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ALuint fboff = state->Tap[2].offset;
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ALfloat samp[2];
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ALuint i;
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for(i = 0;i < SamplesToDo;i++)
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{
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// Apply damping
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2009-05-17 06:34:26 +00:00
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samp[0] = lpFilter2P(&state->iirFilter, 0, state->SampleBuffer[tap2off]+SamplesIn[i]);
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2009-04-12 23:01:10 +00:00
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// Apply feedback gain and mix in the new sample
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state->SampleBuffer[fboff] = samp[0] * state->FeedGain;
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tap1off = (tap1off+1) & delay;
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tap2off = (tap2off+1) & delay;
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fboff = (fboff+1) & delay;
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// Sample first tap
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samp[0] = state->SampleBuffer[tap1off]*state->GainL;
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samp[1] = state->SampleBuffer[tap1off]*state->GainR;
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// Sample second tap. Reverse LR panning
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samp[0] += state->SampleBuffer[tap2off]*state->GainR;
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samp[1] += state->SampleBuffer[tap2off]*state->GainL;
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SamplesOut[i][FRONT_LEFT] += samp[0];
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SamplesOut[i][FRONT_RIGHT] += samp[1];
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SamplesOut[i][SIDE_LEFT] += samp[0];
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SamplesOut[i][SIDE_RIGHT] += samp[1];
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SamplesOut[i][BACK_LEFT] += samp[0];
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SamplesOut[i][BACK_RIGHT] += samp[1];
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}
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state->Tap[0].offset = tap1off;
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state->Tap[1].offset = tap2off;
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state->Tap[2].offset = fboff;
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}
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2009-05-29 20:30:50 +00:00
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ALeffectState *EchoCreate(ALCcontext *Context)
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{
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ALechoState *state;
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ALuint i, maxlen;
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state = malloc(sizeof(*state));
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if(!state)
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return NULL;
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state->state.Destroy = EchoDestroy;
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state->state.Update = EchoUpdate;
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state->state.Process = EchoProcess;
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maxlen = (ALuint)(AL_ECHO_MAX_DELAY * Context->Frequency);
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maxlen += (ALuint)(AL_ECHO_MAX_LRDELAY * Context->Frequency);
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// Use the next power of 2 for the buffer length, so the tap offsets can be
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// wrapped using a mask instead of a modulo
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state->BufferLength = NextPowerOf2(maxlen+1);
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state->SampleBuffer = malloc(state->BufferLength * sizeof(ALfloat));
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if(!state->SampleBuffer)
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{
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free(state);
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return NULL;
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}
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for(i = 0;i < state->BufferLength;i++)
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state->SampleBuffer[i] = 0.0f;
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state->Tap[0].offset = 0;
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state->Tap[1].offset = 0;
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state->Tap[2].offset = 0;
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state->GainL = 0.0f;
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state->GainR = 0.0f;
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for(i = 0;i < 2;i++)
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state->iirFilter.history[i] = 0.0f;
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state->iirFilter.coeff = 0.0f;
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return &state->state;
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}
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