/*
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
