// Copyright (C) 1999 Jean-Marc Valin
#include "BufferedNode.h"
#include "Buffer.h"
#include "Vector.h"
#include <math.h>
using namespace std;
namespace FD {
class Saturate;
DECLARE_NODE(Saturate)
/*Node
*
* @name Saturate
* @category DSP:Effects
* @description Saturation (distortion) effect
*
* @input_name INPUT
* @input_description No description available
*
* @output_name OUTPUT
* @output_description No description available
*
* @parameter_name SATURATION
* @parameter_description No description available
*
* @parameter_name THRESHOLD
* @parameter_description No description available
*
END*/
class Saturate : public BufferedNode {
int inputID;
int outputID;
enum Type {HARD, TANH, ATAN, SOFT4};
float threshold;
Type saturation;
public:
Saturate(string nodeName, ParameterSet params)
: BufferedNode(nodeName, params)
{
inputID = addInput("INPUT");
outputID = addOutput("OUTPUT");
threshold = dereference_cast<float> (parameters.get("THRESHOLD"));
if (parameters.exist("SATURATION"))
{
String satur = object_cast<String> (parameters.get("SATURATION"));
if (satur == "hard")
saturation = HARD;
else if (satur == "tanh")
saturation = TANH;
else if (satur == "atan")
saturation = ATAN;
else if (satur == "soft4")
saturation = SOFT4;
else saturation = HARD;
} else saturation = HARD;
}
void calculate(int output_id, int count, Buffer &out)
{
ObjectRef inputValue = getInput(inputID, count);
const Vector<float> &in = object_cast<Vector<float> > (inputValue);
int inputLength = in.size();
Vector<float> &output = *Vector<float>::alloc(inputLength);
out[count] = &output;
switch (saturation)
{
case HARD:
for (int i=0;i<inputLength;i++)
{
output[i] = in[i];
if (output[i] < -threshold)
output[i] = -threshold;
else if (output[i] > threshold)
output[i] = threshold;
}
break;
case ATAN:
for (int i=0;i<inputLength;i++)
{
output[i] = ((2/M_PI)*threshold) * atan(in[i]/threshold);
}
break;
case TANH:
for (int i=0;i<inputLength;i++)
{
output[i] = threshold * tanh(in[i]/threshold);
}
break;
}
}
};
}//namespace FD
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