/*
 * 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
    float         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

#  define	MAX_SFX		1024

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 float  sound_nominal_clip_dist;

extern cvar_t bgmvolume;
extern cvar_t s_volume;
extern cvar_t s_loadas8bit;
extern cvar_t s_khz;

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
