/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// sound.h -- client sound i/o functions

#ifndef __SOUND__
#define __SOUND__

#define DEFAULT_SOUND_PACKET_VOLUME 255
#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0

// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct {
    int left;
    int right;
} portable_samplepair_t;

typedef struct sfx_s {
    char 	name[MAX_QPATH];
    cache_user_t	cache;
} sfx_t;

// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct {
    int 	length;
    int 	loopstart;
    int 	speed;
    int 	width;
    int 	stereo;
    byte	data[1];		// variable sized
} sfxcache_t;

typedef struct {
    qboolean		gamealive;
    qboolean		soundalive;
    qboolean		splitbuffer;
    int				channels;
    int				samples;				// mono samples in buffer
    int				submission_chunk;		// don't mix less than this #
    int				samplepos;				// in mono samples
    int				samplebits;
    int				speed;
    unsigned char	*buffer;
} dma_t;

// !!! if this is changed, it much be changed in asm_i386.h too !!!
typedef struct {
    sfx_t	*sfx;			// sfx number
    int		leftvol;		// 0-255 volume
    int		rightvol;		// 0-255 volume
    int		end;			// end time in global paintsamples
    int 	pos;			// sample position in sfx
    int		looping;		// where to loop, -1 = no looping
    int		entnum;			// to allow overriding a specific sound
    int		entchannel;		//
    vec3_t	origin;			// origin of sound effect
    vec_t	dist_mult;		// distance multiplier (attenuation/clipK)
    int		master_vol;		// 0-255 master volume
} channel_t;

typedef struct {
    int		rate;
    int		width;
    int		channels;
    int		loopstart;
    int		samples;
    int		dataofs;		// chunk starts this many bytes from file start
} wavinfo_t;

void S_Init(void);
void S_Startup(void);
void S_Shutdown(void);
void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol,  float attenuation);
void S_StaticSound(sfx_t *sfx, vec3_t origin, float vol, float attenuation);
void S_StopSound(int entnum, int entchannel);
void S_StopAllSounds(qboolean clear);
void S_ClearBuffer(void);
void S_Update(vec3_t origin, vec3_t v_forward, vec3_t v_right, vec3_t v_up);
void S_ExtraUpdate(void);

sfx_t *S_PrecacheSound(char *sample);
void S_TouchSound(char *sample);
void S_ClearPrecache(void);
void S_BeginPrecaching(void);
void S_EndPrecaching(void);
void S_PaintChannels(int endtime);
void S_InitPaintChannels(void);

// picks a channel based on priorities, empty slots, number of channels
channel_t *SND_PickChannel(int entnum, int entchannel);

// spatializes a channel
void SND_Spatialize(channel_t *ch);

// initializes cycling through a DMA buffer and returns information on it
qboolean SNDDMA_Init(void);

// gets the current DMA position
int SNDDMA_GetDMAPos(void);

// shutdown the DMA xfer.
void SNDDMA_Shutdown(void);

// ====================================================================
// User-setable variables
// ====================================================================

#define	MAX_CHANNELS			128
#define	MAX_DYNAMIC_CHANNELS	8


extern	channel_t   channels[MAX_CHANNELS];
// 0 to MAX_DYNAMIC_CHANNELS-1	= normal entity sounds
// MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
// MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds

extern	int			total_channels;

//
// Fake dma is a synchronous faking of the DMA progress used for
// isolating performance in the renderer.  The fakedma_updates is
// number of times S_Update() is called per second.
//

extern qboolean 		fakedma;
extern int 			fakedma_updates;
extern int		paintedtime;
extern vec3_t listener_origin;
extern vec3_t listener_forward;
extern vec3_t listener_right;
extern vec3_t listener_up;
extern volatile dma_t *shm;
extern volatile dma_t sn;
extern vec_t sound_nominal_clip_dist;

extern	cvar_t loadas8bit;
extern	cvar_t bgmvolume;
extern	cvar_t volume;

extern qboolean	snd_initialized;

extern int		snd_blocked;

void S_LocalSound(char *s);
sfxcache_t *S_LoadSound(sfx_t *s);

wavinfo_t GetWavinfo(char *name, byte *wav, int wavlength);

void SND_InitScaletable(void);
void SNDDMA_Submit(void);

void S_AmbientOff(void);
void S_AmbientOn(void);

#endif
