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/*
* Copyright (C) 2016 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <math.h>
#include <audio_utils/limiter.h>
#undef USE_ATAN_APPROXIMATION
#ifdef USE_ATAN_APPROXIMATION
static inline float atan_approximation(float in)
{
static const float kPi_2 = 1.5625; // pi/2 ~= 2.0 * atan_approximation(1.0)
if (in <= 1.0) {
return in / (1.0 + 0.28 * in * in);
} else {
const float in_inverse = 1.0 / in;
return kPi_2 - in_inverse / (1.0 + 0.28 * in_inverse * in_inverse);
}
}
#endif
float limiter(float in)
{
static const float crossover = M_SQRT1_2;
float in_abs = fabsf(in);
if (in_abs <= crossover) {
return in;
}
float out;
#ifdef USE_ATAN_APPROXIMATION
// atan approximation
static const float factor = 4.3125;
static const float ratio = 1.0 / factor;
out = crossover + atan_approximation((in_abs - crossover)*factor)*ratio;
if (out > 1.0) {
out = 1.0;
}
#else
// polynomial spline
static const float A = 0.3431457505;
static const float B = -1.798989873;
static const float C = 3.029437252;
static const float D = -0.6568542495;
// Cubic solution Ax^3 + Bx^2 + Cx + D
if (in_abs < M_SQRT2) {
// TODO Use Estrin's method P3
out = ((A*in_abs + B)*in_abs + C)*in_abs + D;
} else {
out = 1.0;
}
#endif
if (in < 0) {
out = -out;
}
return out;
}