michael@0: /* michael@0: * Copyright (C) 2011 Google Inc. All rights reserved. michael@0: * michael@0: * Redistribution and use in source and binary forms, with or without michael@0: * modification, are permitted provided that the following conditions michael@0: * are met: michael@0: * michael@0: * 1. Redistributions of source code must retain the above copyright michael@0: * notice, this list of conditions and the following disclaimer. michael@0: * 2. Redistributions in binary form must reproduce the above copyright michael@0: * notice, this list of conditions and the following disclaimer in the michael@0: * documentation and/or other materials provided with the distribution. michael@0: * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of michael@0: * its contributors may be used to endorse or promote products derived michael@0: * from this software without specific prior written permission. michael@0: * michael@0: * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY michael@0: * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED michael@0: * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE michael@0: * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY michael@0: * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES michael@0: * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; michael@0: * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND michael@0: * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT michael@0: * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF michael@0: * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. michael@0: */ michael@0: michael@0: #include "ZeroPole.h" michael@0: michael@0: #include michael@0: #include michael@0: michael@0: namespace WebCore { michael@0: michael@0: void ZeroPole::process(const float *source, float *destination, int framesToProcess) michael@0: { michael@0: float zero = m_zero; michael@0: float pole = m_pole; michael@0: michael@0: // Gain compensation to make 0dB @ 0Hz michael@0: const float k1 = 1 / (1 - zero); michael@0: const float k2 = 1 - pole; michael@0: michael@0: // Member variables to locals. michael@0: float lastX = m_lastX; michael@0: float lastY = m_lastY; michael@0: michael@0: for (int i = 0; i < framesToProcess; ++i) { michael@0: float input = source[i]; michael@0: michael@0: // Zero michael@0: float output1 = k1 * (input - zero * lastX); michael@0: lastX = input; michael@0: michael@0: // Pole michael@0: float output2 = k2 * output1 + pole * lastY; michael@0: lastY = output2; michael@0: michael@0: destination[i] = output2; michael@0: } michael@0: michael@0: // Locals to member variables. Flush denormals here so we don't michael@0: // slow down the inner loop above. michael@0: if (lastX == 0.0f && lastY != 0.0f && fabsf(lastY) < FLT_MIN) { michael@0: // Flush future values to zero (until there is new input). michael@0: lastY = 0.0; michael@0: // Flush calculated values. michael@0: for (int i = framesToProcess; i-- && fabsf(destination[i]) < FLT_MIN; ) { michael@0: destination[i] = 0.0f; michael@0: } michael@0: } michael@0: michael@0: m_lastX = lastX; michael@0: m_lastY = lastY; michael@0: } michael@0: michael@0: } // namespace WebCore