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Smooth.h
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Smooth.h
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/*
* Smooth.h
*
* Copyright 2012 Tim Barrass.
*
* This file is part of Mozzi.
*
* Mozzi is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
*
*/
#ifndef SMOOTH_H_
#define SMOOTH_H_
#include "Arduino.h"
#include "mozzi_fixmath.h"
/** A simple infinite impulse response low pass filter for smoothing control or audio signals.
This algorithm comes from http://en.wikipedia.org/wiki/Low-pass_filter:
y[i] := y[i-1] + α * (x[i] - y[i-1]),
translated as
out = last_out + a * (in - last_out).
It's not calibrated to any real-world update rate, so if you use it at
CONTROL_RATE and you change CONTROL_RATE, you'll need to adjust the smoothness
value to suit.
@tparam T the type of numbers being smoothed. Watch out for numbers overflowing the
internal calculations. Some experimentation is recommended.
@note Timing: ~5us for 16 bit types, ~1us for 8 bit types.
@todo Check if 8 bit templates can work efficiently with a higher res smoothness -
as is they don't have enough resolution to work well at audio rate. See if Line might be
more useful in most cases.
*/
template <class T>
class Smooth
{
private:
long last_out;
Q0n16 a;
public:
/** Constructor.
@param smoothness sets how much smoothing the filter will apply to
its input. Use a float in the range 0~1, where 0 is not very smooth and 0.99 is
very smooth.
*/
Smooth(float smoothness)
{
setSmoothness(smoothness);
}
/** Constructor.
This constructor which doesn't take a smoothness parameter is useful when you incorporate Smooth into another class definition.
You need to call setSmoothness(float) for your object before using Smooth.
@note there's probably a better way to do this...
*/
Smooth()
{}
/** Filters the input and returns the filtered value. You can also use the operator() function, eg. something like mySmoother(input-value).
@param in the signal to be smoothed.
@return the filtered signal.
*/
inline
T next(T in)
{
long out = ((((((long)in - (last_out>>8)) * a))>>8) + last_out);
last_out = out;
return (T)(out>>8);
}
/** Filters the input and returns the filtered value. Same as next(input-value).
@param in the signal to be smoothed.
@return the filtered signal.
*/
inline
T operator()(T n) {
return next(n);
}
/** Sets how much smoothing the filter will apply to its input.
@param smoothness sets how much smoothing the filter will apply to
its input. Use a float in the range 0~1, where 0 is not very smooth and 0.99 is
very smooth.
*/
inline
void setSmoothness(float smoothness)
{
a=float_to_Q0n16(1.f-smoothness);
}
};
/** @cond */ // doxygen can ignore the specialisations
/** uint8_t specialisation of Smooth template*/
template <>
class Smooth <uint8_t>
{
private:
unsigned int last_out;
Q0n8 a;
public:
/** Constructor.
@param smoothness sets how much smoothing the filter will apply to
its input. Use a float in the range 0~1, where 0 is not very smooth and 0.99 is
very smooth.
*/
Smooth(float smoothness)
{
setSmoothness(smoothness);
}
/** Filters the input and returns the filtered value. You can also use the operator() function, eg. something like mySmoother(input-value).
@param in the signal to be smoothed.
@return the filtered signal.
*/
inline
uint8_t next(uint8_t in)
{
unsigned int out = (((((int)in - (last_out>>8)) * a)) + last_out);
last_out = out;
return (uint8_t)(out>>8);
}
/** Filters the input and returns the filtered value. Same as next(input-value).
@param in the signal to be smoothed.
@return the filtered signal.
*/
inline
uint8_t operator()(uint8_t n) {
return next(n);
}
/** Sets how much smoothing the filter will apply to its input.
@param smoothness sets how much smoothing the filter will apply to
its input. Use a float in the range 0~1, where 0 is not very smooth and 0.99 is
very smooth.
*/
inline
void setSmoothness(float smoothness)
{
a=float_to_Q0n8(1.f-smoothness);
}
};
/** int8_t specialisation of Smooth template*/
template <>
class Smooth <int8_t>
{
private:
int last_out;
Q0n8 a;
public:
/** Constructor.
@param smoothness sets how much smoothing the filter will apply to
its input. Use a float in the range 0~1, where 0 is not very smooth and 0.99 is
very smooth.
*/
Smooth(float smoothness)
{
setSmoothness(smoothness);
}
/** Filters the input and returns the filtered value. You can also use the operator() function, eg. something like mySmoother(input-value).
@param in the signal to be smoothed.
@return the filtered signal.
*/
inline
int8_t next(int8_t in)
{
int out = (((((int)in - (last_out>>8)) * a)) + last_out);
last_out = out;
return (int8_t)(out>>8);
}
/** Filters the input and returns the filtered value. Same as next(input-value).
@param in the signal to be smoothed.
@return the filtered signal.
*/
inline
int8_t operator()(int8_t n) {
return next(n);
}
/** Sets how much smoothing the filter will apply to its input.
@param smoothness sets how much smoothing the filter will apply to
its input. Use a float in the range 0~1, where 0 is not very smooth and 0.99 is
very smooth.
*/
inline
void setSmoothness(float smoothness)
{
a=float_to_Q0n8(1.f-smoothness);
}
};
/** float specialisation of Smooth template*/
template <>
class Smooth <float>
{
private:
float last_out;
float a;
public:
/** Constructor.
@param smoothness sets how much smoothing the filter will apply to
its input. Use a float in the range 0~1, where 0 is not very smooth and 0.99 is
very smooth.
*/
Smooth(float smoothness)
{
setSmoothness(smoothness);
}
/** Filters the input and returns the filtered value. You can also use the operator() function, eg. something like mySmoother(input-value).
@param in the signal to be smoothed.
@return the filtered signal.
*/
inline
float next(float in)
{
float out = last_out + a * (in - last_out);
//float out = (in - last_out * a) + last_out;
last_out = out;
return out;
}
/** Filters the input and returns the filtered value. Same as next(input-value).
@param in the signal to be smoothed.
@return the filtered signal.
*/
inline
float operator()(float n) {
return next(n);
}
/** Sets how much smoothing the filter will apply to its input.
@param smoothness sets how much smoothing the filter will apply to
its input. Use a float in the range 0~1, where 0 is not very smooth and 0.99 is
very smooth.
*/
inline
void setSmoothness(float smoothness)
{
a=1.f-smoothness;
}
};
/** @endcond */
/**
@example 05.Control_Filters/Smooth/Smooth.ino
This example demonstrates the Smooth class.
*/
#endif /* SMOOTH_H_ */