// sample.hxx -- Audio sample encapsulation class
// 
// Written by Curtis Olson, started April 2004.
// Modified to match the new SoundSystem by Erik Hofman, October 2009
//
// Copyright (C) 2004  Curtis L. Olson - http://www.flightgear.org/~curt
// Copyright (C) 2009 Erik Hofman <erik@ehofman.com>
//
// 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., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
//
// $Id$

/**
 * \file
 * Provides a audio sample encapsulation
 */

#ifndef _SG_SAMPLE_HXX
#define _SG_SAMPLE_HXX 1

#include <simgear/math/SGMath.hxx>
#include <simgear/props/props.hxx>
     
enum {
    SG_SAMPLE_MONO = 1,
    SG_SAMPLE_STEREO = 2,

    SG_SAMPLE_4BITS = 4,
    SG_SAMPLE_8BITS = 8,
    SG_SAMPLE_16BITS = 16,

    SG_SAMPLE_UNCOMPRESSED = 0,
    SG_SAMPLE_COMPRESSED = 256,

    SG_SAMPLE_MONO8    = (SG_SAMPLE_MONO|SG_SAMPLE_8BITS),
    SG_SAMPLE_MONO16   = (SG_SAMPLE_MONO|SG_SAMPLE_16BITS),
    SG_SAMPLE_MULAW    = (SG_SAMPLE_MONO|SG_SAMPLE_8BITS|SG_SAMPLE_COMPRESSED),
    SG_SAMPLE_ADPCM    = (SG_SAMPLE_MONO|SG_SAMPLE_4BITS|SG_SAMPLE_COMPRESSED),

    SG_SAMPLE_STEREO8  = (SG_SAMPLE_STEREO|SG_SAMPLE_8BITS),
    SG_SAMPLE_STEREO16 = (SG_SAMPLE_STEREO|SG_SAMPLE_16BITS)
};


/**
 * manages everything we need to know for an individual audio sample
 */

class SGSoundSampleInfo
{
public:
    SGSoundSampleInfo();
    ~SGSoundSampleInfo() {}

    /**
     * Returns the format of this audio sample.
     * @return SimGear format-id
     */
    inline unsigned int get_format() {
        return (_tracks | _bits | _compressed*256);
    }

    /**
     * Returns the block alignment of this audio sample.
     * @return block alignment in bytes
     */
    inline unsigned int get_block_align() { 
        return _block_align;
    }

    /**
     * Get the reference name of this audio sample.
     * @return Sample name
     */
    inline std::string get_sample_name() const { return _refname; }

    /**
     * Returns the frequency (in Herz) of this audio sample.
     * @return Frequency
     */
    inline unsigned int get_frequency() { return _frequency; }

    /**
     * Get the current pitch value of this audio sample.
     * @return Pitch
     */
    inline float get_pitch() { return _pitch; }

    /**
     * Get the final volume value of this audio sample.
     * @return Volume
     */
    inline float get_volume() { return _volume * _master_volume; }

    /**
     * Returns the size (in bytes) of this audio sample.
     * @return Data size
     */
    inline size_t get_size() const {
        return (_samples * _tracks * _bits)/8;
    }
    inline size_t get_no_samples() { return _samples; }
    inline size_t get_no_tracks() { return _tracks; }


    /**
     * Get the absolute position of this sound.
     * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
     * @return Absolute position
     */
    inline SGVec3d& get_position() { return _absolute_pos; }

    /**
     * Get the orientation vector of this sound.
     * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
     * @return Orientaton vector
     */
    inline SGVec3f& get_orientation() { return _orivec; }

    /**
     * Get the inner angle of the audio cone.
     * @return Inner angle in degrees
     */
    inline float get_innerangle() { return _inner_angle; }

    /**
     * Get the outer angle of the audio cone.
     * @return Outer angle in degrees
     */
    inline float get_outerangle() { return _outer_angle; }

    /**
     * Get the remaining gain at the edge of the outer cone.
     * @return Gain
     */
    inline float get_outergain() { return _outer_gain; }

    /**
     * Get velocity vector (in meters per second) of this sound.
     * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
     * @return Velocity vector
     */
    inline SGVec3f& get_velocity() { return _velocity; }

    /**
     * Get reference distance ((in meters) of this sound.
     * This is the distance where the gain will be half.
     * @return Reference distance
     */
    inline float get_reference_dist() { return _reference_dist; }

    /**
     * Get maximum distance (in meters) of this sound.
     * This is the distance where this sound is no longer audible.
     * @return dist Maximum distance
     */
    inline float get_max_dist() { return _max_dist; }

    /**
     * Test if static data of audio sample configuration has changed.
     * Calling this function will reset the flag so calling it a second
     * time in a row will return false.
     * @return Return true is the static data has changed in the mean time.
     */
    bool has_static_data_changed() {
        bool b = _static_changed; _static_changed = false; return b;
    }

protected:
    // static sound emitter info
    std::string _refname;
    unsigned int _bits;
    unsigned int _tracks;
    unsigned int _samples;
    unsigned int _frequency;
    unsigned int _block_align;
    bool _compressed;
    bool _loop;

    // dynamic sound emitter info (non 3d)
    bool _static_changed;
    bool _playing;

    float _pitch;
    float _volume;
    float _master_volume;

    // dynamic sound emitter info (3d)
    bool _use_pos_props;
    bool _out_of_range;

    float _inner_angle;
    float _outer_angle;
    float _outer_gain;

    float _reference_dist;
    float _max_dist;

    SGPropertyNode_ptr _pos_prop[3];
    SGVec3d _absolute_pos;	// absolute position
    SGVec3d _relative_pos;	// position relative to the base position
    SGVec3d _direction;		// orientation offset
    SGVec3f _velocity;		// Velocity of the source sound.

    // The position and orientation of this sound
    SGQuatd _orientation;	// base orientation
    SGVec3f _orivec;		// orientation vector
    SGVec3d _base_pos;		// base position

    SGQuatd _rotation;

private:
    static std::string random_string();
};


class SGSoundSample : public SGSoundSampleInfo, public SGReferenced {
public:

     /**
      * Empty constructor, can be used to read data to the systems
      * memory and not to the driver.
      */
    SGSoundSample();

    /**
     * Constructor
     * @param file File name of sound
       Buffer data is freed by the sample group
     */
    SGSoundSample(const char *file, const SGPath& currentDir);

    /**
     * Constructor.
     * @param data Pointer to a memory buffer containing this audio sample data
       The application may free the data by calling free_data(), otherwise it
       will be resident until the class is destroyed. This pointer will be
       set to NULL after calling this function.
     * @param len Byte length of array
     * @param freq Frequency of the provided data (bytes per second)
     * @param format SimGear format id of the data
     */
    SGSoundSample( void** data, int len, int freq, int format=SG_SAMPLE_MONO8 );
    SGSoundSample( const unsigned char** data, int len, int freq,
                   int format = SG_SAMPLE_MONO8 );

    /**
     * Destructor
     */
    virtual ~SGSoundSample ();

    /**
     * Test if this audio sample configuration has changed since the last call.
     * Calling this function will reset the flag so calling it a second
     * time in a row will return false.
     * @return Return true is the configuration has changed in the mean time.
     */
    bool has_changed() {
        bool b = _changed; _changed = false; return b;
    }

    /**
     * Detect whether this audio sample holds the information of a sound file.
     * @return Return true if this sample is to be constructed from a file.
     */
    inline bool is_file() const { return _is_file; }

    SGPath file_path() const;

    /**
     * Schedule this audio sample for playing. Actual playing will only start
     * at the next call op SoundGroup::update()
     * @param _loop Define whether this sound should be played in a loop.
     */
    void play( bool loop = false ) {
        _playing = true; _loop = loop; _changed = true; _static_changed = true;
    }

    /**
     * Check if this audio sample is set to be continuous looping.
     * @return Return true if this audio sample is set to looping.
     */
    inline bool is_looping() { return _loop; }

    /**
     * Schedule this audio sample to stop playing.
     */
    virtual void stop() {
        _playing = false; _changed = true;
    }

    /**
     * Schedule this audio sample to play once.
     * @see #play
     */
    inline void play_once() { play(false); }

    /** 
     * Schedule this audio sample to play looped.
     * @see #play
     */
    inline void play_looped() { play(true); }

    /**
     * Test if a audio sample is scheduled for playing.
     * @return true if this audio sample is playing, false otherwise.
     */
    inline bool is_playing() { return _playing; }


    /**
     * Set this sample to out-of-range (or not) and
     * Schedule this audio sample to stop (or start) playing.
     */
    inline void set_out_of_range(bool oor = true) {
        _out_of_range = oor; _playing = (!oor && _loop); _changed = true;
    }

    /**
     * Test if this sample to out-of-range or not.
     */
    inline bool test_out_of_range() {
        return _out_of_range;
    }

    /**
     * Set the data associated with this audio sample
     * @param data Pointer to a memory block containg this audio sample data.
       This pointer will be set to NULL after calling this function.
     */
    inline void set_data( const unsigned char **data ) {
        _data = (unsigned char*)*data; *data = NULL;
    }
    inline void set_data( const void **data ) {
        _data = (unsigned char*)*data; *data = NULL;
    }

    /**
     * Return the data associated with this audio sample.
     * @return A pointer to this sound data of this audio sample.
     */
    inline void* get_data() const { return _data; }

    /**
     * Free the data associated with this audio sample
     */
    void free_data();

    /**
     * Set the source id of this source
     * @param sid source-id
     */
    virtual void set_source(unsigned int sid) {
        _source = sid; _valid_source = true; _changed = true;
    }

    /**
     * Get the source id of this source
     * @return source-id
     */
    virtual unsigned int get_source() { return _source; }

    /**
     * Test if the source-id of this audio sample is usable.
     * @return true if the source-id is valid
     */
    virtual bool is_valid_source() const { return _valid_source; }

    /**
     * Set the source-id of this audio sample to invalid.
     */
    virtual void no_valid_source() { _valid_source = false; }

    /**
     * Set the buffer-id of this source
     * @param bid buffer-id
     */
    inline void set_buffer(unsigned int bid) {
        _buffer = bid; _valid_buffer = true; _changed = true;
    } 

    /**
     * Get the buffer-id of this source
     * @return buffer-id
     */
    inline unsigned int get_buffer() { return _buffer; }

    /**
     * Test if the buffer-id of this audio sample is usable.
     * @return true if the buffer-id is valid
     */
    inline bool is_valid_buffer() const { return _valid_buffer; }

    /**
     * Set the buffer-id of this audio sample to invalid.
     */
    inline void no_valid_buffer() { _valid_buffer = false; }

    /**
     * Set the playback pitch of this audio sample. 
     * Should be between 0.0 and 2.0 for maximum compatibility.
     * @param p Pitch
     */
    inline void set_pitch( float p ) {
        if (p > 2.0) p = 2.0; else if (p < 0.01) p = 0.01;
        _pitch = p; _changed = true;
    }

    /**
     * Set the master volume of this sample. Should be between 0.0 and 1.0.
     * The final volume is calculated by multiplying the master and audio sample
     * volume.
     * @param v Volume
     */
    inline void set_master_volume( float v ) {
        if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0;
        _master_volume = v; _changed = true;
    }

    /**
     * Set the volume of this audio sample. Should be between 0.0 and 1.0.
     * The final volume is calculated by multiplying the master and audio sample
     * volume.
     * @param v Volume
     */
    inline void set_volume( float v ) {
        if (v > 1.0) v = 1.0; else if (v < 0.0) v = 0.0;
        _volume = v; _changed = true;
    }

    /**
     * Set the SimGear format of this audio sample.
     * @param format SimGear format-id
     */
    inline void set_format( int fmt ) {
        _tracks = fmt & 0x3; _bits = fmt & 0x1C; _compressed = fmt & 0x100;
    }

    inline void set_bits_sample( unsigned int b ) { _bits = b; }
    inline void set_no_tracks( unsigned int t ) { _tracks = t; }
    inline void set_compressed( bool c ) { _compressed = c; }

    /**
     * Set the block alignament for compressed audio.
     * @param block the block alignment in bytes
     */
    inline void set_block_align( int block ) {
        _block_align = block;
    }

    /**
     * Set the frequency (in Herz) of this audio sample.
     * @param freq Frequency
     */
    inline void set_frequency( int freq ) { _frequency = freq; }

    /**
     * Sets the size (in bytes) of this audio sample.
     * @param size Data size
     */
    inline void set_size( size_t size ) {
        _samples = size*8/(_bits*_tracks);
    }
    inline void set_no_samples(size_t samples) { _samples = samples; }

    /**
     * Set the position of this sound relative to the base position.
     * This is in the same coordinate system as OpenGL; y=up, z=back, x=right.
     * @param pos Relative position of this sound
     */
    inline void set_relative_position( const SGVec3f& pos ) {
        _relative_pos = toVec3d(pos); _changed = true;
    }

    /**
     * Set the base position in Cartesian coordinates
     * @param pos position in Cartesian coordinates
     */
    inline void set_position( const SGVec3d& pos ) {
       _base_pos = pos; _changed = true;
    }

    inline void set_position_properties(SGPropertyNode_ptr pos[3]) {
        _pos_prop[0] = pos[0]; _pos_prop[1] = pos[1]; _pos_prop[2] = pos[2];
        if (pos[0] || pos[1] || pos[2]) _use_pos_props = true;
        _changed = true;
    }

    /**
     * Set the orientation of this sound.
     * @param ori Quaternation containing the orientation information
     */
    inline void set_orientation( const SGQuatd& ori ) {
        _orientation = ori; _changed = true;
    }

    inline void set_rotation( const SGQuatd& ec2body ) {
        _rotation = ec2body; _changed = true;
    }

    /**
     * Set direction of this sound relative to the orientation.
     * This is in the same coordinate system as OpenGL; y=up, z=back, x=right
     * @param dir Sound emission direction
     */
    inline void set_direction( const SGVec3f& dir ) {
        _direction = toVec3d(dir); _static_changed = true;
    }

    /**
     * Define the audio cone parameters for directional audio.
     * Note: setting it to 2 degree will result in 1 degree to both sides.
     * @param inner Inner cone angle (0 - 360 degrees)
     * @param outer Outer cone angle (0 - 360 degrees)
     * @param gain Remaining gain at the edge of the outer cone (0.0 - 1.0)
     */
    void set_audio_cone( float inner, float outer, float gain ) {
        _inner_angle = inner; _outer_angle = outer; _outer_gain = gain;
        _static_changed = true;
    }

    /**
     * Set the velocity vector (in meters per second) of this sound.
     * This is in the local frame coordinate system; x=north, y=east, z=down
     * @param Velocity vector
     */
    inline void set_velocity( const SGVec3f& vel ) {
        _velocity = vel; _changed = true;
    }

    /**
     * Set reference distance (in meters) of this sound.
     * This is the distance where the gain will be half.
     * @param dist Reference distance
     */
    inline void set_reference_dist( float dist ) {
        _reference_dist = dist; _static_changed = true;
    }

    /**
     * Set maximum distance (in meters) of this sound.
     * This is the distance where this sound is no longer audible.
     * @param dist Maximum distance
     */
    inline void set_max_dist( float dist ) {
        _max_dist = dist; _static_changed = true;
    }

    inline virtual bool is_queue() const { return false; }

    void update_pos_and_orientation();

protected:
    bool _is_file;
    bool _changed;

    // Sources are points emitting sound.
    bool _valid_source;
    unsigned int _source;

private:
    unsigned char* _data;

    // Buffers hold sound data.
    bool _valid_buffer;
    unsigned int _buffer;
};

#endif // _SG_SAMPLE_HXX


