/************************** BEGIN MemoryReader.h **************************/
/************************************************************************
 FAUST Architecture File
 Copyright (C) 2018 GRAME, Centre National de Creation Musicale
 ---------------------------------------------------------------------
 This Architecture section 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 3 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, see <http://www.gnu.org/licenses/>.
 
 EXCEPTION : As a special exception, you may create a larger work
 that contains this FAUST architecture section and distribute
 that work under terms of your choice, so long as this FAUST
 architecture section is not modified.
 ************************************************************************/

#ifndef __MemoryReader__
#define __MemoryReader__

#include "faust/gui/Soundfile.h"

/*
 A 'MemoryReader' object can be used to prepare a set of sound resources in memory, to be used by SoundUI::addSoundfile.
 
 A Soundfile* object will have to be filled with a list of sound resources: the fLength, fOffset, fSampleRate and fBuffers fields 
 have to be completed with the appropriate values, and will be accessed in the DSP object while running.
 *
 */

// To adapt for a real case use

#define SOUND_CHAN      2
#define SOUND_LENGTH    4096
#define SOUND_SR        44100

struct MemoryReader : public SoundfileReader {
    
    MemoryReader()
    {}
    
    /**
     * Check the availability of a sound resource.
     *
     * @param path_name - the name of the file, or sound resource identified this way
     *
     * @return true if the sound resource is available, false otherwise.
     */
    virtual bool checkFile(const std::string& path_name) { return true; }
    
    /**
     * Get the channels and length values of the given sound resource.
     *
     * @param path_name - the name of the file, or sound resource identified this way
     * @param channels - the channels value to be filled with the sound resource number of channels
     * @param length - the length value to be filled with the sound resource length in frames
     *
     */
    virtual void getParamsFile(const std::string& path_name, int& channels, int& length)
    {
        channels = SOUND_CHAN;
        length = SOUND_LENGTH;
    }
    
    /**
     * Read one sound resource and fill the 'soundfile' structure accordingly
     *
     * @param path_name - the name of the file, or sound resource identified this way
     * @param part - the part number to be filled in the soundfile
     * @param offset - the offset value to be incremented with the actual sound resource length in frames
     * @param max_chan - the maximum number of mono channels to fill
     *
     */
    virtual void readFile(Soundfile* soundfile, const std::string& path_name, int part, int& offset, int max_chan)
    {
        soundfile->fLength[part] = SOUND_LENGTH;
        soundfile->fSR[part] = SOUND_SR;
        soundfile->fOffset[part] = offset;
        
        // Audio frames have to be written for each chan
        for (int sample = 0; sample < SOUND_LENGTH; sample++) {
            for (int chan = 0; chan < SOUND_CHAN; chan++) {
                soundfile->fBuffers[chan][offset + sample] = 0.f;
            }
        }
        
        // Update offset
        offset += SOUND_LENGTH;
    }
    
};

#endif
/**************************  END  MemoryReader.h **************************/
