How to build antialiasing interpolation using c++ code? I have a simple 4096 or 1024 buffer. Of course when I play this at high frequencies I get aliasing issues. to avoid this, the signal must be limited by the bandwidth at high frequencies. Roughly speaking, the 'sawtooth' wave at high frequencies should looks like a regular sine. And that is what I want to get so that my sound didn't sound dirty like you moving knobs in your old FM/AM radio in your car.
I know how to build bandlimited square,triangle,sawtoth with Fourier transform. So my question is only about wavetable
Found solution in the AudioKit sources. One buffer will be split into 10 buffers/octaves. So when you play a sound, you don't play your original wave, but play a sample that was prepared for a specific octave.
Import to your project WaveStack.hpp
WaveStack.cpp
Then use it in this way:
Then... when 10 buffers is ready. You can use them when playing a sound. Using this code you can get index of buffer/octave depending to your frequency
So if I know that my note frequency 440hz. Then for this note I'm getting wave in this way: