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musicdsp.org source code archive - WSInf

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float x = (phase-0.5)/freq;<br />

sum -= exp(pole*x)-1.0f;<br />

phase -= 1;<br />

return sum.real();<br />

There's big speedup potential in this i think.<br />

Since the filtering is done "before" sampling,<br />

aliasing is reduced, as a free bonus. with high cutoff<br />

and high frequencies it's still audible though, but<br />

much less than without the filter.<br />

If aliasing is handled in some other way,<br />

a digital filter will sound just as well, that's what i think.<br />

-- Magnus Jonsson

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