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		<title>Gtaylor@rtqe.net at 15:30, 28 June 2012</title>
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				<updated>2012-06-28T15:30:44Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;table class='diff diff-contentalign-left'&gt;
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			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;← Older revision&lt;/td&gt;
			&lt;td colspan='2' style=&quot;background-color: white; color:black;&quot;&gt;Revision as of 15:30, 28 June 2012&lt;/td&gt;
			&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;background: #ffa; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Click here to open the tutorial patch: [[01fSimpleFilters.maxpat]]&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;Click here to open the tutorial patch: [[&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Media:&lt;/ins&gt;01fSimpleFilters.maxpat]]&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;===Introduction===&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;&amp;#160;&lt;/td&gt;&lt;td style=&quot;background: #eee; color:black; font-size: smaller;&quot;&gt;&lt;div&gt;===Introduction===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
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		<author><name>Gtaylor@rtqe.net</name></author>	</entry>

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		<title>Admin at 21:14, 25 June 2012</title>
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				<updated>2012-06-25T21:14:13Z</updated>
		
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		<author><name>Admin</name></author>	</entry>

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		<id>http://cycling74.com/wiki/index.php?title=MSP_Filter_Tutorial_1:_Simple_Filters&amp;diff=720&amp;oldid=prev</id>
		<title>Admin: Created page with &quot;Click here to open the tutorial patch: 01fSimpleFilters.maxpat  ===Introduction===  This group of tutorials look at different ways to use ''filters'' in MSP. This includes...&quot;</title>
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				<updated>2012-06-22T21:19:09Z</updated>
		
		<summary type="html">&lt;p&gt;Created page with &amp;quot;Click here to open the tutorial patch: &lt;a href=&quot;/wiki/index.php?title=01fSimpleFilters.maxpat&amp;amp;action=edit&amp;amp;redlink=1&quot; class=&quot;new&quot; title=&quot;01fSimpleFilters.maxpat (page does not exist)&quot;&gt;01fSimpleFilters.maxpat&lt;/a&gt;  ===Introduction===  This group of tutorials look at different ways to use &amp;#039;&amp;#039;filters&amp;#039;&amp;#039; in MSP. This includes...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Click here to open the tutorial patch: [[01fSimpleFilters.maxpat]]&lt;br /&gt;
&lt;br /&gt;
===Introduction===&lt;br /&gt;
&lt;br /&gt;
This group of tutorials look at different ways to use ''filters'' in MSP.&lt;br /&gt;
This includes the basic uses of filters for the equalization and shaping of a&lt;br /&gt;
sound and using filters to create timbres in subtractive synthesis. Along the&lt;br /&gt;
way, we'll look at some of the theory behind filters and how they work.&lt;br /&gt;
&lt;br /&gt;
===So what is a filter, anyway?===&lt;br /&gt;
&lt;br /&gt;
Filters are just algorithms that alter the frequency spectrum of&lt;br /&gt;
a sound. When working with digital audio in the time domain (i.e. as a&lt;br /&gt;
stream of samples representing the amplitude of a wave), filters are&lt;br /&gt;
implemented as equations that use short ''delays'' to shape an&lt;br /&gt;
incoming waveform.&lt;br /&gt;
&lt;br /&gt;
As an example, let's say we wanted to roll off the treble on an audio&lt;br /&gt;
signal. If we plot a waveform, we can intuit the visual difference between&lt;br /&gt;
low frequency and high frequency content:&lt;br /&gt;
&lt;br /&gt;
[[Image:Filterchapter01a.png|border]]&lt;br /&gt;
''Two waveforms, one with a low frequency, one with lots of high frequencies''&lt;br /&gt;
&lt;br /&gt;
As we can see, the top waveform (stored in the {{maxword|name=buffer~}}&lt;br /&gt;
named &amp;lt;code&amp;gt;lowfrequency&amp;lt;/code&amp;gt;, contains a sine wave at 50 Hz. The bottom&lt;br /&gt;
waveform (in the &amp;lt;code&amp;gt;highfrequency&amp;lt;/code&amp;gt; {{maxword|name=buffer~}}) contains a&lt;br /&gt;
complex FM tone with lots of high frequencies. If we wanted to roll&lt;br /&gt;
off the treble on the bottom waveform, we could think of how it looks:&lt;br /&gt;
high frequencies look like sharper angles when plotted in time. In&lt;br /&gt;
order to cut high frequencies, we could ''smooth'' this waveform.&lt;br /&gt;
One way to smooth a signal is to ''average'' it over time.&lt;br /&gt;
&lt;br /&gt;
Let's say that we take a much simpler signal, that of a single sample&lt;br /&gt;
of &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; in a sea of &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt;'s. This is called an ''impulse'':&lt;br /&gt;
&lt;br /&gt;
[[Image:Filterchapter01b.png|border]]&lt;br /&gt;
''An impulse in an audio signal''&lt;br /&gt;
&lt;br /&gt;
An impulse has a frequency response equivalent to pure noise...&lt;br /&gt;
hypothetically, all frequencies are present at equal volume (think of&lt;br /&gt;
a 'click' in a digital audio signal or any other short burst of sound).&lt;br /&gt;
So it contains plenty of high frequencies. If we wanted to smooth this&lt;br /&gt;
signal, we could average each sample with the previous sample in this signal:&lt;br /&gt;
&lt;br /&gt;
[[Image:Filterchapter01c.png|border]]&lt;br /&gt;
''Our impulse, smoothed over one sample''&lt;br /&gt;
&lt;br /&gt;
This has the result of smearing the energy of the impulse&lt;br /&gt;
across two samples. As a result, its frequency response will&lt;br /&gt;
contain much less high-frequency energy; in fact, it's almost&lt;br /&gt;
as if we've lowered the sampling rate: a click that lasts one sample&lt;br /&gt;
at 44,100 Hz contains energy all the way up to 22,050 Hz; by derivation,&lt;br /&gt;
a click that lasts ''two'' samples at that sampling rate is the same&lt;br /&gt;
as a one-sample click at half that rate, i.e. it only has energy up&lt;br /&gt;
to 11,025 Hz.&lt;br /&gt;
&lt;br /&gt;
===Some filter definitions===&lt;br /&gt;
&lt;br /&gt;
If we were to generalize what we just did to our impusle&lt;br /&gt;
when we smoothed it, we could say this:&lt;br /&gt;
&lt;br /&gt;
y&amp;lt;sub&amp;gt;n&amp;lt;/sub&amp;gt; = 0.5x&amp;lt;sub&amp;gt;n&amp;lt;/sub&amp;gt; + 0.5x&amp;lt;sub&amp;gt;n-1&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
where '''x''' represents ''incoming'' samples, '''y''' represents&lt;br /&gt;
outgoing samples, and '''n''' represents the current ''time'' on&lt;br /&gt;
the sample clock (i.e. ''now''). This equation defines the filter:&lt;br /&gt;
we're averaging (multiplying by 0.5) the current and previous incoming&lt;br /&gt;
samples to generate the outgoing samples.&lt;br /&gt;
&lt;br /&gt;
To put a name on this filter, we could call it a first-order non-recursive&lt;br /&gt;
lowpass filter. The ''order'' of a filter refers to how many samples of&lt;br /&gt;
delay it contains: because we're only looking at one previous input, it's a&lt;br /&gt;
first-order filter. Because the filter only uses incoming samples in its&lt;br /&gt;
equation, it's non-recursive. As for what it does, it ''passes'' low&lt;br /&gt;
frequencies (and cuts high ones): hence the term ''lowpass''.&lt;br /&gt;
&lt;br /&gt;
Now consider this equation:&lt;br /&gt;
&lt;br /&gt;
y&amp;lt;sub&amp;gt;n&amp;lt;/sub&amp;gt; = 0.5x&amp;lt;sub&amp;gt;n&amp;lt;/sub&amp;gt; + 0.5y&amp;lt;sub&amp;gt;n-1&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This filter uses the previous ''outgoing'' sample from the filter&lt;br /&gt;
as part of the filter itself; by implementing feedback in the filter,&lt;br /&gt;
we get a much stronger effect:&lt;br /&gt;
&lt;br /&gt;
[[Image:Filterchapter01d.png|border]]&lt;br /&gt;
''Our impulse, averaged with the previous output sample''&lt;br /&gt;
&lt;br /&gt;
This equation defines a ''recursive'' filter; as a result, the effect&lt;br /&gt;
of the filter is dissipated beyond the order of the filter. While our&lt;br /&gt;
first equation spread the energy of our one-sample click over two samples,&lt;br /&gt;
this new equation spreads the energy over many, because of the averaging.&lt;br /&gt;
Consider how the click interacts with the equation:&lt;br /&gt;
&lt;br /&gt;
(x&amp;lt;sub&amp;gt;n&amp;lt;/sub&amp;gt; + y&amp;lt;sub&amp;gt;n-1&amp;lt;/sub&amp;gt;) / 2 =	y&amp;lt;sub&amp;gt;n&amp;lt;/sub&amp;gt;&lt;br /&gt;
&lt;br /&gt;
(1.0 + 0.0) / 2 = 0.5&lt;br /&gt;
&lt;br /&gt;
(0.0 + 0.5) / 2 = 0.25&lt;br /&gt;
&lt;br /&gt;
(0.0 + 0.25) / 2 = 0.125&lt;br /&gt;
&lt;br /&gt;
(0.0 + 0.125) / 2 = 0.075&lt;br /&gt;
&lt;br /&gt;
and so on...&lt;br /&gt;
&lt;br /&gt;
In the filter described above, the energy of the click, hypothetically,&lt;br /&gt;
will ''never'' fully dissipate. Another term for this kind of filter&lt;br /&gt;
is an ''IIR'', or infinite impulse response, filter; our first filter,&lt;br /&gt;
which only uses incoming samples in its terms, has a finite impulse&lt;br /&gt;
response (an ''FIR'' filter).&lt;br /&gt;
&lt;br /&gt;
In a later tutorial, we'll revisit some more filter theory. For now, it's&lt;br /&gt;
simply important to understand that filters are made by manipulating very&lt;br /&gt;
short (often single sample) delays (either with or without feedback) and&lt;br /&gt;
mixing them with the current sample.&lt;br /&gt;
&lt;br /&gt;
===Our first filter: {{maxword|name=lores~}}===&lt;br /&gt;
&lt;br /&gt;
Take a look at the tutorial patcher. Patcher area &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; contains&lt;br /&gt;
a simple sampler, playing the ''sacre.aiff'' sound (loaded into&lt;br /&gt;
a {{maxword|name=buffer~}} named &amp;lt;code&amp;gt;chords&amp;lt;/code&amp;gt;) using the {{maxword|name=groove~}} object.&lt;br /&gt;
The circuit shown in this patch allows us to &amp;quot;play&amp;quot; the sample at any&lt;br /&gt;
pitch with the {{maxword|name=kslider}}.&lt;br /&gt;
&lt;br /&gt;
* Turn on the audio in the patcher by clicking on the {{maxword|name=ezdac~}} object. Adjust the {{maxword|name=number}} box&lt;br /&gt;
labeled 'Dry volume' and play some of the notes on the {{maxword|name=kslider}}. You should&lt;br /&gt;
hear the sample play at different notes.&lt;br /&gt;
&lt;br /&gt;
* Turn down the 'Dry volume' and turn up the next {{maxword|name=number}} box,&lt;br /&gt;
labeled 'Lowpass volume'. Notice the change in sound. Turn the {{maxword|name=dial}} object&lt;br /&gt;
at the top of patcher region &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. As you move the {{maxword|name=dial}} to a higher&lt;br /&gt;
value, more of the high frequencies from the sample are audible.&lt;br /&gt;
&lt;br /&gt;
The {{maxword|name=lores~}} object implements a ''lowpass'' filter on an incoming audio&lt;br /&gt;
signal (in our case, the output of the {{maxword|name=groove~}} object. A lowpass filter,&lt;br /&gt;
as we saw in the tutorial introduction, passes the low frequencies and attenuates&lt;br /&gt;
the high frequencies of the incoming signal. The two parameters that the filter&lt;br /&gt;
takes are the ''cutoff frequency'' (specified in the middle inlet or as the&lt;br /&gt;
first argument to the object) and the ''resonance'' (specified in the right&lt;br /&gt;
inlet or as the second argument).&lt;br /&gt;
&lt;br /&gt;
The cutoff frequency of a lowpass filter determines the frequency at which the&lt;br /&gt;
audio is attenuated 6 dB. The resonance amount, when greater than &amp;lt;code&amp;gt;0.&amp;lt;/code&amp;gt;,&lt;br /&gt;
controls a peak of resonation (boosted frequencies) immediately below the cutoff.&lt;br /&gt;
If we plot the response of the filter on a graph with the ''X'' axis&lt;br /&gt;
representing frequency and the ''Y'' axis representing gain, it would look&lt;br /&gt;
like this:&lt;br /&gt;
&lt;br /&gt;
[[Image:Filterchapter01e.png|border]]&lt;br /&gt;
''A lowpass filter with and without resonance: '''A''' and '''B''' are the&lt;br /&gt;
cutoff frequencies; '''C''' shows the resonance peak''&lt;br /&gt;
&lt;br /&gt;
* With the sound going, adjust the {{maxword|name=number}} box labeled 'Resonance' in patcher&lt;br /&gt;
area &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt;. Notice how as the resonation approaches &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; the ringing at the&lt;br /&gt;
resonance frequency becomes very loud. Adjust the cutoff frequency with the&lt;br /&gt;
resonance set to a high number. Notice how you can now audibly &amp;quot;sweep&amp;quot; the filter&lt;br /&gt;
based on hearing the resonation.&lt;br /&gt;
&lt;br /&gt;
===Bandpass filters: the {{maxword|name=reson~}} object===&lt;br /&gt;
&lt;br /&gt;
* Turn down the volume of the lowpass filter, and look at section &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt; in the&lt;br /&gt;
tutorial. Turn up the {{maxword|name=number}} box labeled 'Bandpass volume'. Sweep&lt;br /&gt;
the {{maxword|name=dial}} labeled 'Center frequency' and listen to the result.&lt;br /&gt;
&lt;br /&gt;
Just as a lowpass filter passes low frequency, a ''bandpass'' filter passes&lt;br /&gt;
a '''band''' of frequencies, attenuating anything lower or higher than a center&lt;br /&gt;
frequency. The MSP {{maxword|name=reson~}} object implements a bandpass filter with three&lt;br /&gt;
parameters (controllable as inlets or arguments): the filter's gain, the center&lt;br /&gt;
frequency, and something called the ''Q''.&lt;br /&gt;
&lt;br /&gt;
* With the {{maxword|name=dial}} controlling the center frequency at 12 o'clock, click in&lt;br /&gt;
the {{maxword|name=number}} box labeled 'Q' in patcher area &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;. Type the number &amp;lt;code&amp;gt;3&amp;lt;/code&amp;gt;&lt;br /&gt;
and hit return. Listen to the results. Try other positive numbers, such as &amp;lt;code&amp;gt;6&amp;lt;/code&amp;gt;,&lt;br /&gt;
&amp;lt;code&amp;gt;10&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt;. Notice that the higher the number is, the less&lt;br /&gt;
frequencies make it through the filter. If necessary, adjust the 'Gain' with&lt;br /&gt;
the {{maxword|name=number}} box to the left.&lt;br /&gt;
&lt;br /&gt;
Q is a measure of the ''width'' of a bandpass filter, and is expressed as the&lt;br /&gt;
ratio of the center frequency divided by the ''bandwidth'' of the filter, i.e.&lt;br /&gt;
the distance (in Hz) between the lower and higher -6 dB points around the center&lt;br /&gt;
frequency. Higher Q values mean narrower filters (less bandwidth relative to the&lt;br /&gt;
center frequency):&lt;br /&gt;
&lt;br /&gt;
[[Image:Filterchapter01f.png|border]]&lt;br /&gt;
A bandpass filter with Q values of &amp;lt;code&amp;gt;0.5&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;1.0&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;3.0&amp;lt;/code&amp;gt;, and &amp;lt;code&amp;gt;30.0&amp;lt;/code&amp;gt;, respectively.&lt;br /&gt;
&lt;br /&gt;
===The state-variable filter: {{maxword|name=svf~}}===&lt;br /&gt;
&lt;br /&gt;
* Turn down the 'Bandpass volume' and look at patcher area &amp;lt;code&amp;gt;4&amp;lt;/code&amp;gt;. Turn up&lt;br /&gt;
the {{maxword|name=number}} box labeled 'Lowpass', adjust the 'Cutoff/Center Freq.' {{maxword|name=dial}},&lt;br /&gt;
and set the 'Resonance' {{maxword|name=number}} box to something that sounds good to you.&lt;br /&gt;
Now, turn down the 'Lowpass' control and raise the 'Highpass'. Notice the&lt;br /&gt;
difference. Do the same with the &amp;lt;link type=&amp;quot;refpage&amp;quot; name=&amp;quot;number&amp;quot;&amp;gt;number box&amp;lt;/link&amp;gt;&lt;br /&gt;
objects labeled 'Bandpass' and 'Notch'. Play with different combinations of volumes and settings.&lt;br /&gt;
&lt;br /&gt;
The MSP {{maxword|name=svf~}} object simulates an analogue ''state-variable'' filter.&lt;br /&gt;
Because of the way in which filters are wired using electronic components,&lt;br /&gt;
the difference between one type of filter and another is often simply a&lt;br /&gt;
matter of how you wire (or where you 'tap') the circuit. A state-variable&lt;br /&gt;
filter is a filter that allows you to 'tap' energy from several places in&lt;br /&gt;
the filter, getting four simultaneous filters for the price of one.&lt;br /&gt;
The {{maxword|name=svf~}} object gives you four filtered sounds: a lowpass output&lt;br /&gt;
(which cuts frequencies above the cutoff frequency), a ''highpass'' output&lt;br /&gt;
(which cuts frequencies ''below'' the cutoff), a bandpass output&lt;br /&gt;
(cutting frequencies ''around'' the center frequency), and a ''notch'' output.&lt;br /&gt;
The notch output cuts the area directly around the center frequency and should&lt;br /&gt;
mirror the response of the equivalent bandpass filter. Notch filters are often&lt;br /&gt;
called ''bandstop'' or ''bandreject'' filters. A plot of these possibilities&lt;br /&gt;
shows their frequency responses:&lt;br /&gt;
&lt;br /&gt;
[[Image:Filterchapter01g.png|border]]&lt;br /&gt;
The outputs of a state-variable filter: lowpass, highpass, bandpass, notch.&lt;br /&gt;
&lt;br /&gt;
* Play with different combinations of the filters in the tutorial, mixing&lt;br /&gt;
them in different ways with different settings. In the next tutorial, we'll&lt;br /&gt;
look at building more complex filter arrangements.&lt;br /&gt;
&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
In digital signal processing, ''filters'' refer to equations which&lt;br /&gt;
modify the frequency response of a signal. Filters are constructed by&lt;br /&gt;
mixing small amounts of delayed signal with the original, smoothing or&lt;br /&gt;
sharpening the waveform to accentuate or attenuate different frequencies.&lt;br /&gt;
Common filter types include lowpass, highpass, bandpass, and notch. Lowpass&lt;br /&gt;
filters can be created with the {{maxword|name=lores~}} object, bandpass filters with&lt;br /&gt;
the {{maxword|name=reson~}} object, and all four with the {{maxword|name=svf~}} object. Filters&lt;br /&gt;
commonly have controls for their center or cutoff frequency and their Q or&lt;br /&gt;
resonance.&lt;br /&gt;
&lt;br /&gt;
===See Also===&lt;br /&gt;
&lt;br /&gt;
{{maxword|name=lores~}} - Resonant lowpass filter&lt;br /&gt;
&lt;br /&gt;
{{maxword|name=reson~}} - Resonant bandpass filter&lt;br /&gt;
&lt;br /&gt;
{{maxword|name=svf~}} - State-variable filter with simultaneous outputs&lt;br /&gt;
&lt;br /&gt;
[[Category:Teaching Material]]&lt;/div&gt;</summary>
		<author><name>Admin</name></author>	</entry>

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