Esempio n. 1
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 void updateNormalizePan()
 {
     if (norm_oneHz_pan && (det_type_pan == 2 || det_type_pan == 3))
     {
         SpecHPSDRDLL.SetDisplayNormOneHz(disp, 0, true);
     }
     else
     {
         SpecHPSDRDLL.SetDisplayNormOneHz(disp, 0, false);
     }
 }
Esempio n. 2
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        public void CalcSpectrum(int filter_low, int filter_high, int spec_blocksize, int sample_rate)
        {
            //filter_low is the low frequency setting for the filter
            //filter_high is the high frequency setting for the filter
            //samplerate is the current samplerate
            //fft_size is the current FFT size

            //no spur elimination => only one spur_elim_fft and it's spectrum is not flipped
            int[]    flip   = { 0 };
            GCHandle handle = GCHandle.Alloc(flip, GCHandleType.Pinned);
            IntPtr   h_flip = handle.AddrOfPinnedObject();

            // const int extra = 1000;
            //if we allow a little extra spectrum to be displayed on each side of
            //  the filter settings, then, you can look at filter rolloff.  This
            //  seems to happen at least some of the time with the old spectrum display.
            //  "extra" is the amount extra to leave on each side of the filter bandwidth
            //  and is in Hertz.

            //the upper and lower limits of the displayed spectrum would be
            int upper_freq = filter_high; // +extra;
            int lower_freq = filter_low;  // -extra;

            //bandwidth to clip off on the high and low sides
            double high_clip_bw = 0.5 * sample_rate - upper_freq;
            double low_clip_bw  = 0.5 * sample_rate + lower_freq;

            //calculate the width of each frequency bin
            double bin_width = (double)sample_rate / fft_size;

            //calculate span clip parameters
            int fsclipH = (int)Math.Floor(high_clip_bw / bin_width);
            int fsclipL = (int)Math.Ceiling(low_clip_bw / bin_width);

            //no need for any symmetrical clipping
            int sclip  = 0;
            int stitch = 1;

            max_w = fft_size + (int)Math.Min(KEEP_TIME * sample_rate, KEEP_TIME * fft_size * frame_rate);
            Display.RXSpectrumDisplayLow  = lower_freq;
            Display.RXSpectrumDisplayHigh = upper_freq;

            // set overlap as needed to achieve the desired frame rate
            overlap = (int)Math.Max(0.0, Math.Ceiling(fft_size - (double)sample_rate / (double)frame_rate));

            SpecHPSDRDLL.SetAnalyzer(
                disp,
                2,
                spur_eliminationtion_ffts,
                data_type,
                h_flip,
                fft_size,
                spec_blocksize,
                window_type,
                kaiser_pi,
                overlap,
                sclip,
                fsclipL,
                fsclipH,
                pixels,
                stitch,
                calibration_data_set,
                span_min_freq,
                span_max_freq,
                max_w);
        }
Esempio n. 3
0
        public void initAnalyzer()
        {
            //no spur elimination => only one spur_elim_fft and it's spectrum is not flipped
            int[]    flip   = { 0 };
            GCHandle handle = GCHandle.Alloc(flip, GCHandleType.Pinned);
            IntPtr   h_flip = handle.AddrOfPinnedObject();

            int    low               = 0;
            int    high              = 0;
            int    low_tx            = 0;
            int    high_tx           = 0;
            double bw_per_subspan    = 0.0;
            double bw_per_subspan_tx = 0.0;

            switch (data_type)
            {
            case 0:         //real fft - in case we want to use for wideband data in the future
            {
                break;
            }

            case 1:         //complex fft
            {
                //fraction of the spectrum to clip off each side of each sub-span
                const double CLIP_FRACTION = 0.017;

                //set overlap as needed to achieve the desired frame_rate
                overlap = (int)Math.Max(0.0, Math.Ceiling(fft_size - (double)sample_rate / (double)frame_rate));

                //clip is the number of bins to clip off each side of each sub-span
                clip = (int)Math.Floor(CLIP_FRACTION * fft_size);

                //the amount of frequency in each fft bin (for complex samples) is given by:
                double bin_width    = (double)sample_rate / (double)fft_size;
                double bin_width_tx = 96000.0 / (double)fft_size;

                //the number of useable bins per subspan is
                int bins_per_subspan = fft_size - 2 * clip;

                //the amount of useable bandwidth we get from each subspan is:
                bw_per_subspan    = bins_per_subspan * bin_width;
                bw_per_subspan_tx = bins_per_subspan * bin_width_tx;

                //the total number of bins available to display is:
                int bins = stitches * bins_per_subspan;

                //apply log function to zoom slider value
                double zoom_slider = Math.Log10(9.0 * z_slider + 1.0);

                //limits how much you can zoom in; higher value means you zoom more
                const double zoom_limit = 100;

                int width = (int)(bins * (1.0 - (1.0 - 1.0 / zoom_limit) * zoom_slider));

                //FSCLIPL is 0 if pan_slider is 0; it's bins-width if pan_slider is 1
                //FSCLIPH is bins-width if pan_slider is 0; it's 0 if pan_slider is 1
                span_clip_l = (int)Math.Floor(pan_slider * (bins - width));
                span_clip_h = bins - width - span_clip_l;

                if (Display.RX1DSPMode == DSPMode.DRM)
                {
                    //Apply any desired frequency offset
                    int bin_offset = (int)(freq_offset / bin_width);
                    if ((span_clip_h -= bin_offset) < 0)
                    {
                        span_clip_h = 0;
                    }
                    span_clip_l = bins - width - span_clip_h;
                }

                //As for the low and high frequencies that are being displayed:
                low     = -(int)((double)stitches / 2.0 * bw_per_subspan - (double)span_clip_l * bin_width + bin_width / 2.0);
                high    = +(int)((double)stitches / 2.0 * bw_per_subspan - (double)span_clip_h * bin_width - bin_width / 2.0);
                low_tx  = -(int)((double)stitches / 2.0 * bw_per_subspan_tx - (double)span_clip_l * bin_width_tx + bin_width_tx / 2.0);
                high_tx = +(int)((double)stitches / 2.0 * bw_per_subspan_tx - (double)span_clip_h * bin_width_tx - bin_width_tx / 2.0);
                //Note that the bin_width/2.0 factors are included because the complex FFT has one more negative output bin
                //  than positive output bin.
                max_w = fft_size + (int)Math.Min(KEEP_TIME * sample_rate, KEEP_TIME * fft_size * frame_rate);
                break;
            }
            }

            switch (disp)
            {
            case 0:
                Display.RXDisplayLow  = low;
                Display.RXDisplayHigh = high;
                if (Display.CurrentDisplayMode == DisplayMode.WATERFALL ||
                    Display.CurrentDisplayMode == DisplayMode.PANAFALL)
                {
                    Display.TXDisplayLow  = low_tx;
                    Display.TXDisplayHigh = high_tx;
                }
                break;

            case 1:
                Display.RX2DisplayLow  = low;
                Display.RX2DisplayHigh = high;
                if (!(Display.CurrentDisplayMode == DisplayMode.WATERFALL ||
                      Display.CurrentDisplayMode == DisplayMode.PANAFALL))
                {
                    Display.TXDisplayLow  = low_tx;
                    Display.TXDisplayHigh = high_tx;
                }
                break;
            }

            JanusAudio.LowFreqOffset  = bw_per_subspan;
            JanusAudio.HighFreqOffset = bw_per_subspan;

            if (disp == 0)
            {
                if (Display.CurrentDisplayMode != DisplayMode.PANADAPTER &&
                    Display.CurrentDisplayMode != DisplayMode.WATERFALL &&
                    Display.CurrentDisplayMode != DisplayMode.PANAFALL &&
                    Display.CurrentDisplayMode != DisplayMode.PANASCOPE)
                {
                    return;
                }
            }

            SpecHPSDRDLL.SetAnalyzer(
                disp,
                2,
                spur_eliminationtion_ffts,
                data_type,
                h_flip,
                fft_size,
                blocksize,
                window_type,
                kaiser_pi,
                overlap,
                clip,
                span_clip_l,
                span_clip_h,
                pixels,
                stitches,
                calibration_data_set,
                span_min_freq,
                span_max_freq,
                max_w);
        }