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| Name | TBiquadFilter |
| Type | struct |
| Header File | /Engine/Plugins/Runtime/Harmonix/Source/HarmonixDsp/Public/HarmonixDsp/Effects/BiquadFilter.h |
| Include Path | #include "HarmonixDsp/Effects/BiquadFilter.h" |
Syntax
template<typename T>
struct TBiquadFilter
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TBiquadFilter() |
HarmonixDsp/Effects/BiquadFilter.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~TBiquadFilter() |
HarmonixDsp/Effects/BiquadFilter.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| FF1 | T | TODO? static void UnitTest(); we should keep around the state for each filter that is the stuff that makes it distinct from other filters typedef float T; typedef double T; | HarmonixDsp/Effects/BiquadFilter.h | |
| FF2 | T | HarmonixDsp/Effects/BiquadFilter.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
float Filter
(
float In, |
HarmonixDsp/Effects/BiquadFilter.h | ||
void Process
(
float const* input, |
HarmonixDsp/Effects/BiquadFilter.h | ||
void ProcessInterleaved
(
TDynamicStridePtr< float >& input, |
HarmonixDsp/Effects/BiquadFilter.h | ||
void ProcessTransposed
(
float const* input, |
HarmonixDsp/Effects/BiquadFilter.h | ||
void ResetState() |
HarmonixDsp/Effects/BiquadFilter.h |