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      1 /*
      2  * Copyright (C) 2016 The Android Open Source Project
      3  *
      4  * Licensed under the Apache License, Version 2.0 (the "License");
      5  * you may not use this file except in compliance with the License.
      6  * You may obtain a copy of the License at
      7  *
      8  *      http://www.apache.org/licenses/LICENSE-2.0
      9  *
     10  * Unless required by applicable law or agreed to in writing, software
     11  * distributed under the License is distributed on an "AS IS" BASIS,
     12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
     13  * See the License for the specific language governing permissions and
     14  * limitations under the License.
     15  */
     16 
     17 #include <math.h>
     18 #include <audio_utils/limiter.h>
     19 
     20 #undef USE_ATAN_APPROXIMATION
     21 
     22 #ifdef USE_ATAN_APPROXIMATION
     23 static inline float atan_approximation(float in)
     24 {
     25     static const float kPi_2 = 1.5625;  // pi/2 ~= 2.0 * atan_approximation(1.0)
     26     if (in <= 1.0) {
     27         return in / (1.0 + 0.28 * in * in);
     28     } else {
     29         const float in_inverse = 1.0 / in;
     30         return kPi_2 - in_inverse / (1.0 + 0.28 * in_inverse * in_inverse);
     31     }
     32 }
     33 #endif
     34 
     35 float limiter(float in)
     36 {
     37     static const float crossover = M_SQRT1_2;
     38     float in_abs = fabsf(in);
     39     if (in_abs <= crossover) {
     40         return in;
     41     }
     42     float out;
     43 #ifdef USE_ATAN_APPROXIMATION
     44     // atan approximation
     45     static const float factor = 4.3125;
     46     static const float ratio = 1.0 / factor;
     47     out = crossover + atan_approximation((in_abs - crossover)*factor)*ratio;
     48     if (out > 1.0) {
     49         out = 1.0;
     50     }
     51 #else
     52     // polynomial spline
     53     static const float A = 0.3431457505;
     54     static const float B = -1.798989873;
     55     static const float C = 3.029437252;
     56     static const float D = -0.6568542495;
     57     // Cubic solution Ax^3 + Bx^2 + Cx + D
     58     if (in_abs < M_SQRT2) {
     59         // TODO Use Estrin's method P3
     60         out = ((A*in_abs + B)*in_abs + C)*in_abs + D;
     61     } else {
     62         out = 1.0;
     63     }
     64 #endif
     65     if (in < 0) {
     66         out = -out;
     67     }
     68     return out;
     69 }
     70