filters = 1 filter0 = eq eq_frequencies = "8000 10000 12500 16000 20000" eq_gains = "0 -30 -30 -30 -30" # Low pass filter for the QSound chip from CPS-1/2. # Some games have aliasing due low quality samples, so you can hear some annoying noisy near 11 kHz # Defaults # Beta factor for Kaiser window. # Lower values will allow better frequency resolution, but more ripple. # eq_window_beta = 4.0 # The block size on which FFT is done. # Too high value requires more processing as well as longer latency but # allows finer-grained control over the spectrum. # eq_block_size_log2 = 8 # An array of which frequencies to control. # You can create an arbitrary amount of these sampling points. # The EQ will try to create a frequency response which fits well to these points. # The filter response is linearly interpolated between sampling points here. # # It is implied that 0 Hz (DC) and Nyquist have predefined gains of 0 dB which are interpolated against. # If you want a "peak" in the spectrum or similar, you have to define close points to say, 0 dB. # # E.g.: A boost of 3 dB at 1 kHz can be expressed as. # eq_frequencies = "500 1000 2000" # eq_gains = "0 3 0" # Due to frequency domain smearing, you will not get exactly +3 dB at 1 kHz. # By default, this filter has a low pass response with cuttof frequency at ~8600 Hz. # Dumps the impulse response generated by the EQ as a plain-text file # with one coefficient per line. # eq_impulse_response_output = "eq_impulse.txt" # # Using GNU Octave or Matlab, you can plot the response with: # # f = fopen('/path/to/eq_impulse.txt'); # l = textscan(f, '%f'); # res = l{1}; # freqz(res, 1, 4096, 48000); # # It will give the response in Hz; 48000 is the default Output Rate of RetroArch