/*
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.

*/
// snd_dma.c -- main control for any streaming sound output device

#include "quakedef.h"

#ifdef _WIN32
#include "winquake.h"
#endif

void S_Play(void);
void S_PlayVol(void);
void S_SoundList(void);
void S_Update_();
void S_StopAllSounds(qboolean clear);
void S_StopAllSoundsC(void);

// =======================================================================
// Internal sound data & structures
// =======================================================================

channel_t   channels[MAX_CHANNELS];
int     total_channels;

int       snd_blocked = 0;
static qboolean snd_ambient = 1;
qboolean    snd_initialized = false;

// pointer should go away
volatile dma_t  *shm = 0;
volatile dma_t sn;

vec3_t    listener_origin;
vec3_t    listener_forward;
vec3_t    listener_right;
vec3_t    listener_up;
vec_t   sound_nominal_clip_dist=1000.0;

int     soundtime;    // sample PAIRS
int       paintedtime;  // sample PAIRS


#define MAX_SFX   512
sfx_t   *known_sfx;   // hunk allocated [MAX_SFX]
int     num_sfx;

sfx_t   *ambient_sfx[NUM_AMBIENTS];

int     desired_speed = 11025;
int     desired_bits = 16;

int sound_started=0;

cvar_t bgmvolume = {"bgmvolume", "1", true};
cvar_t volume = {"volume", "0.7", true};

cvar_t nosound = {"nosound", "0"};
cvar_t precache = {"precache", "1"};
cvar_t loadas8bit = {"loadas8bit", "0"};
cvar_t bgmbuffer = {"bgmbuffer", "4096"};
cvar_t ambient_level = {"ambient_level", "0.3"};
cvar_t ambient_fade = {"ambient_fade", "100"};
cvar_t snd_noextraupdate = {"snd_noextraupdate", "0"};
cvar_t snd_show = {"snd_show", "0"};
cvar_t _snd_mixahead = {"_snd_mixahead", "0.1", true};


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


//
// 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.
//

qboolean fakedma = false;
int fakedma_updates = 15;


void S_AmbientOff (void)
{
  snd_ambient = false;
}


void S_AmbientOn (void)
{
  snd_ambient = true;
}


void S_SoundInfo_f(void)
{
  if (!sound_started || !shm)
  {
    Con_Printf ("sound system not started\n");
    return;
  }
  
    Con_Printf("%5d stereo\n", shm->channels - 1);
    Con_Printf("%5d samples\n", shm->samples);
    Con_Printf("%5d samplepos\n", shm->samplepos);
    Con_Printf("%5d samplebits\n", shm->samplebits);
    Con_Printf("%5d submission_chunk\n", shm->submission_chunk);
    Con_Printf("%5d speed\n", shm->speed);
    Con_Printf("0x%x dma buffer\n", shm->buffer);
  Con_Printf("%5d total_channels\n", total_channels);
}


/*
================
S_Startup
================
*/

void S_Startup (void)
{
  int   rc;

  if (!snd_initialized)
    return;

  if (!fakedma)
  {
    rc = SNDDMA_Init();

    if (!rc)
    {
#ifndef _WIN32
      Con_Printf("S_Startup: SNDDMA_Init failed.\n");
#endif
      sound_started = 0;
      return;
    }
  }

  sound_started = 1;
}


/*
================
S_Init
================
*/
void S_Init (void)
{

  Con_Printf("\nSound Initialization\n");

  if (COM_CheckParm("-nosound"))
    return;

  if (COM_CheckParm("-simsound"))
    fakedma = true;

  Cmd_AddCommand("play", S_Play);
  Cmd_AddCommand("playvol", S_PlayVol);
  Cmd_AddCommand("stopsound", S_StopAllSoundsC);
  Cmd_AddCommand("soundlist", S_SoundList);
  Cmd_AddCommand("soundinfo", S_SoundInfo_f);

  Cvar_RegisterVariable(&nosound);
#ifndef AMIGA
  Cvar_RegisterVariable(&volume);
#endif
  Cvar_RegisterVariable(&precache);
  Cvar_RegisterVariable(&loadas8bit);
#ifndef AMIGA
  Cvar_RegisterVariable(&bgmvolume);
#endif
  Cvar_RegisterVariable(&bgmbuffer);
  Cvar_RegisterVariable(&ambient_level);
  Cvar_RegisterVariable(&ambient_fade);
  Cvar_RegisterVariable(&snd_noextraupdate);
  Cvar_RegisterVariable(&snd_show);
#ifndef AMIGA
  Cvar_RegisterVariable(&_snd_mixahead);
#endif
  if (host_parms.memsize < 0x800000)
  {
    Cvar_Set ("loadas8bit", "1");
    Con_Printf ("loading all sounds as 8bit\n");
  }



  snd_initialized = true;

  S_Startup ();

  SND_InitScaletable ();

  known_sfx = Hunk_AllocName (MAX_SFX*sizeof(sfx_t), "sfx_t");
  num_sfx = 0;

// create a piece of DMA memory

  if (fakedma)
  {
    shm = (void *) Hunk_AllocName(sizeof(*shm), "shm");
    shm->splitbuffer = 0;
    shm->samplebits = 16;
    shm->speed = 22050;
    shm->channels = 2;
    shm->samples = 32768;
    shm->samplepos = 0;
    shm->soundalive = true;
    shm->gamealive = true;
    shm->submission_chunk = 1;
    shm->buffer = Hunk_AllocName(1<<16, "shmbuf");
  }

  Con_Printf ("Sound sampling rate: %i\n", shm->speed);

  // provides a tick sound until washed clean

//  if (shm->buffer)
//    shm->buffer[4] = shm->buffer[5] = 0x7f; // force a pop for debugging

  ambient_sfx[AMBIENT_WATER] = S_PrecacheSound ("ambience/water1.wav");
  ambient_sfx[AMBIENT_SKY] = S_PrecacheSound ("ambience/wind2.wav");

  S_StopAllSounds (true);
}


// =======================================================================
// Shutdown sound engine
// =======================================================================

void S_Shutdown(void)
{

  if (!sound_started)
    return;

  if (shm)
    shm->gamealive = 0;

  shm = 0;
  sound_started = 0;

  if (!fakedma)
  {
    SNDDMA_Shutdown();
  }
}


// =======================================================================
// Load a sound
// =======================================================================

/*
==================
S_FindName

==================
*/
sfx_t *S_FindName (char *name)
{
  int   i;
  sfx_t *sfx;

  if (!name)
    Sys_Error ("S_FindName: NULL\n");

  if (Q_strlen(name) >= MAX_QPATH)
    Sys_Error ("Sound name too long: %s", name);

// see if already loaded
  for (i=0 ; i < num_sfx ; i++)
    if (!Q_strcmp(known_sfx[i].name, name))
    {
      return &known_sfx[i];
    }

  if (num_sfx == MAX_SFX)
    Sys_Error ("S_FindName: out of sfx_t");
  
  sfx = &known_sfx[i];
  strcpy (sfx->name, name);

  num_sfx++;
  
  return sfx;
}


/*
==================
S_TouchSound

==================
*/
void S_TouchSound (char *name)
{
  sfx_t *sfx;
  
  if (!sound_started)
    return;

  sfx = S_FindName (name);
  Cache_Check (&sfx->cache);
}

/*
==================
S_PrecacheSound

==================
*/
sfx_t *S_PrecacheSound (char *name)
{
  sfx_t *sfx;

  if (!sound_started || nosound.value)
    return NULL;

  sfx = S_FindName (name);
  
// cache it in
  if (precache.value)
    S_LoadSound (sfx);
  
  return sfx;
}


//=============================================================================

/*
=================
SND_PickChannel
=================
*/
channel_t *SND_PickChannel(int entnum, int entchannel)
{
    int ch_idx;
    int first_to_die;
    int life_left;

// Check for replacement sound, or find the best one to replace
    first_to_die = -1;
    life_left = 0x7fffffff;
    for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++)
    {
    if (entchannel != 0   // channel 0 never overrides
    && channels[ch_idx].entnum == entnum
    && (channels[ch_idx].entchannel == entchannel || entchannel == -1) )
    { // allways override sound from same entity
      first_to_die = ch_idx;
      break;
    }

    // don't let monster sounds override player sounds
    if (channels[ch_idx].entnum == cl.viewentity && entnum != cl.viewentity && channels[ch_idx].sfx)
      continue;

    if (channels[ch_idx].end - paintedtime < life_left)
    {
      life_left = channels[ch_idx].end - paintedtime;
      first_to_die = ch_idx;
    }
   }

  if (first_to_die == -1)
    return NULL;

  if (channels[first_to_die].sfx)
    channels[first_to_die].sfx = NULL;

    return &channels[first_to_die];    
}       

/*
=================
SND_Spatialize
=================
*/
void SND_Spatialize(channel_t *ch)
{
    vec_t dot;
    vec_t ldist, rdist, dist;
    vec_t lscale, rscale, scale;
    vec3_t source_vec;
  sfx_t *snd;

// anything coming from the view entity will allways be full volume
  if (ch->entnum == cl.viewentity)
  {
    ch->leftvol = ch->master_vol;
    ch->rightvol = ch->master_vol;
    return;
  }

// calculate stereo seperation and distance attenuation

  snd = ch->sfx;
  VectorSubtract(ch->origin, listener_origin, source_vec);
  
  dist = VectorNormalize(source_vec) * ch->dist_mult;
  
  dot = DotProduct(listener_right, source_vec);

  if (shm->channels == 1)
  {
    rscale = 1.0;
    lscale = 1.0;
  }
  else
  {
    rscale = 1.0 + dot;
    lscale = 1.0 - dot;
  }

// add in distance effect
  scale = (1.0 - dist) * rscale;
  ch->rightvol = (int) (ch->master_vol * scale);
  if (ch->rightvol < 0)
    ch->rightvol = 0;

  scale = (1.0 - dist) * lscale;
  ch->leftvol = (int) (ch->master_vol * scale);
  if (ch->leftvol < 0)
    ch->leftvol = 0;
}           


// =======================================================================
// Start a sound effect
// =======================================================================

void S_StartSound(int entnum, int entchannel, sfx_t *sfx, vec3_t origin, float fvol, float attenuation)
{
  channel_t *target_chan, *check;
  sfxcache_t  *sc;
  int   vol;
  int   ch_idx;
  int   skip;

  if (!sound_started)
    return;

  if (!sfx)
    return;

  if (nosound.value)
    return;

  vol = fvol*255;

// pick a channel to play on
  target_chan = SND_PickChannel(entnum, entchannel);
  if (!target_chan)
    return;
    
// spatialize
  memset (target_chan, 0, sizeof(*target_chan));
  VectorCopy(origin, target_chan->origin);
  target_chan->dist_mult = attenuation / sound_nominal_clip_dist;
  target_chan->master_vol = vol;
  target_chan->entnum = entnum;
  target_chan->entchannel = entchannel;
  SND_Spatialize(target_chan);

  if (!target_chan->leftvol && !target_chan->rightvol)
    return;   // not audible at all

// new channel
  sc = S_LoadSound (sfx);
  if (!sc)
  {
    target_chan->sfx = NULL;
    return;   // couldn't load the sound's data
  }

  target_chan->sfx = sfx;
  target_chan->pos = 0.0;
    target_chan->end = paintedtime + sc->length;  

// if an identical sound has also been started this frame, offset the pos
// a bit to keep it from just making the first one louder
  check = &channels[NUM_AMBIENTS];
    for (ch_idx=NUM_AMBIENTS ; ch_idx < NUM_AMBIENTS + MAX_DYNAMIC_CHANNELS ; ch_idx++, check++)
    {
    if (check == target_chan)
      continue;
    if (check->sfx == sfx && !check->pos)
    {
      skip = rand () % (int)(0.1*shm->speed);
      if (skip >= target_chan->end)
        skip = target_chan->end - 1;
      target_chan->pos += skip;
      target_chan->end -= skip;
      break;
    }
    
  }
}

void S_StopSound(int entnum, int entchannel)
{
  int i;

  for (i=0 ; i<MAX_DYNAMIC_CHANNELS ; i++)
  {
    if (channels[i].entnum == entnum
      && channels[i].entchannel == entchannel)
    {
      channels[i].end = 0;
      channels[i].sfx = NULL;
      return;
    }
  }
}

void S_StopAllSounds(qboolean clear)
{
  int   i;

  if (!sound_started)
    return;

  total_channels = MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS; // no statics

  for (i=0 ; i<MAX_CHANNELS ; i++)
    if (channels[i].sfx)
      channels[i].sfx = NULL;

  Q_memset(channels, 0, MAX_CHANNELS * sizeof(channel_t));

  if (clear)
    S_ClearBuffer ();
}

void S_StopAllSoundsC (void)
{
  S_StopAllSounds (true);
}

void S_ClearBuffer (void)
{
  int   clear;
    
#ifdef _WIN32
  if (!sound_started || !shm || (!shm->buffer && !pDSBuf))
#else
  if (!sound_started || !shm || !shm->buffer)
#endif
    return;

  if (shm->samplebits == 8)
    clear = 0x80;
  else
    clear = 0;

#ifdef _WIN32
  if (pDSBuf)
  {
    DWORD dwSize;
    DWORD *pData;
    int   reps;
    HRESULT hresult;

    reps = 0;

    while ((hresult = pDSBuf->lpVtbl->Lock(pDSBuf, 0, gSndBufSize, &pData, &dwSize, NULL, NULL, 0)) != DS_OK)
    {
      if (hresult != DSERR_BUFFERLOST)
      {
        Con_Printf ("S_ClearBuffer: DS::Lock Sound Buffer Failed\n");
        S_Shutdown ();
        return;
      }

      if (++reps > 10000)
      {
        Con_Printf ("S_ClearBuffer: DS: couldn't restore buffer\n");
        S_Shutdown ();
        return;
      }
    }

    Q_memset(pData, clear, shm->samples * shm->samplebits/8);

    pDSBuf->lpVtbl->Unlock(pDSBuf, pData, dwSize, NULL, 0);
  
  }
  else
#endif
  {
    Q_memset(shm->buffer, clear, shm->samples * shm->samplebits/8);
  }
}


/*
=================
S_StaticSound
=================
*/
void S_StaticSound (sfx_t *sfx, vec3_t origin, float vol, float attenuation)
{
  channel_t *ss;
  sfxcache_t    *sc;

  if (!sfx)
    return;

  if (total_channels == MAX_CHANNELS)
  {
    Con_Printf ("total_channels == MAX_CHANNELS\n");
    return;
  }

  ss = &channels[total_channels];
  total_channels++;

  sc = S_LoadSound (sfx);
  if (!sc)
    return;

  if (sc->loopstart == -1)
  {
    Con_Printf ("Sound %s not looped\n", sfx->name);
    return;
  }
  
  ss->sfx = sfx;
  VectorCopy (origin, ss->origin);
  ss->master_vol = vol;
  ss->dist_mult = (attenuation/64) / sound_nominal_clip_dist;
    ss->end = paintedtime + sc->length; 
  
  SND_Spatialize (ss);
}


//=============================================================================

/*
===================
S_UpdateAmbientSounds
===================
*/
void S_UpdateAmbientSounds (void)
{
  mleaf_t   *l;
  float   vol;
  int     ambient_channel;
  channel_t *chan;

  if (!snd_ambient)
    return;

// calc ambient sound levels
  if (!cl.worldmodel)
    return;

  l = Mod_PointInLeaf (listener_origin, cl.worldmodel);
  if (!l || !ambient_level.value)
  {
    for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
      channels[ambient_channel].sfx = NULL;
    return;
  }

  for (ambient_channel = 0 ; ambient_channel< NUM_AMBIENTS ; ambient_channel++)
  {
    chan = &channels[ambient_channel];  
    chan->sfx = ambient_sfx[ambient_channel];
  
    vol = ambient_level.value * l->ambient_sound_level[ambient_channel];
    if (vol < 8)
      vol = 0;

  // don't adjust volume too fast
    if (chan->master_vol < vol)
    {
      chan->master_vol += host_frametime * ambient_fade.value;
      if (chan->master_vol > vol)
        chan->master_vol = vol;
    }
    else if (chan->master_vol > vol)
    {
      chan->master_vol -= host_frametime * ambient_fade.value;
      if (chan->master_vol < vol)
        chan->master_vol = vol;
    }
    
    chan->leftvol = chan->rightvol = chan->master_vol;
  }
}


/*
============
S_Update

Called once each time through the main loop
============
*/
void S_Update(vec3_t origin, vec3_t forward, vec3_t right, vec3_t up)
{
  int     i, j;
  int     total;
  channel_t *ch;
  channel_t *combine;

  if (!sound_started || (snd_blocked > 0))
    return;

  VectorCopy(origin, listener_origin);
  VectorCopy(forward, listener_forward);
  VectorCopy(right, listener_right);
  VectorCopy(up, listener_up);
  
// update general area ambient sound sources
  S_UpdateAmbientSounds ();

  combine = NULL;

// update spatialization for static and dynamic sounds  
  ch = channels+NUM_AMBIENTS;
  for (i=NUM_AMBIENTS ; i<total_channels; i++, ch++)
  {
    if (!ch->sfx)
      continue;
    SND_Spatialize(ch);         // respatialize channel
    if (!ch->leftvol && !ch->rightvol)
      continue;

  // try to combine static sounds with a previous channel of the same
  // sound effect so we don't mix five torches every frame
  
    if (i >= MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS)
    {
    // see if it can just use the last one
      if (combine && combine->sfx == ch->sfx)
      {
        combine->leftvol += ch->leftvol;
        combine->rightvol += ch->rightvol;
        ch->leftvol = ch->rightvol = 0;
        continue;
      }
    // search for one
      combine = channels+MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS;
      for (j=MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS ; j<i; j++, combine++)
        if (combine->sfx == ch->sfx)
          break;
          
      if (j == total_channels)
      {
        combine = NULL;
      }
      else
      {
        if (combine != ch)
        {
          combine->leftvol += ch->leftvol;
          combine->rightvol += ch->rightvol;
          ch->leftvol = ch->rightvol = 0;
        }
        continue;
      }
    }
    
    
  }

//
// debugging output
//
  if (snd_show.value)
  {
    total = 0;
    ch = channels;
    for (i=0 ; i<total_channels; i++, ch++)
      if (ch->sfx && (ch->leftvol || ch->rightvol) )
      {
        //Con_Printf ("%3i %3i %s\n", ch->leftvol, ch->rightvol, ch->sfx->name);
        total++;
      }
    
    Con_Printf ("----(%i)----\n", total);
  }

// mix some sound
  S_Update_();
}

void GetSoundtime(void)
{
  int   samplepos;
  static  int   buffers;
  static  int   oldsamplepos;
  int   fullsamples;
  
  fullsamples = shm->samples / shm->channels;

// it is possible to miscount buffers if it has wrapped twice between
// calls to S_Update.  Oh well.
#ifdef __sun__
  soundtime = SNDDMA_GetSamples();
#else
  samplepos = SNDDMA_GetDMAPos();


  if (samplepos < oldsamplepos)
  {
    buffers++;          // buffer wrapped
    
    if (paintedtime > 0x40000000)
    { // time to chop things off to avoid 32 bit limits
      buffers = 0;
      paintedtime = fullsamples;
      S_StopAllSounds (true);
    }
  }
  oldsamplepos = samplepos;

  soundtime = buffers*fullsamples + samplepos/shm->channels;
#endif
}

void S_ExtraUpdate (void)
{

#ifdef _WIN32
  IN_Accumulate ();
#endif

  if (snd_noextraupdate.value)
    return;   // don't pollute timings
  S_Update_();
}

void S_Update_(void)
{
  unsigned        endtime;
  int       samps;
  
  if (!sound_started || (snd_blocked > 0))
    return;

// Updates DMA time
  GetSoundtime();

// check to make sure that we haven't overshot
  if (paintedtime < soundtime)
  {
    //Con_Printf ("S_Update_ : overflow\n");
    paintedtime = soundtime;
  }

// mix ahead of current position
  endtime = soundtime + _snd_mixahead.value * shm->speed;
  samps = shm->samples >> (shm->channels-1);
  if (endtime - soundtime > samps)
    endtime = soundtime + samps;

#ifdef _WIN32
// if the buffer was lost or stopped, restore it and/or restart it
  {
    DWORD dwStatus;

    if (pDSBuf)
    {
      if (pDSBuf->lpVtbl->GetStatus (pDSBuf, &dwStatus) != DD_OK)
        Con_Printf ("Couldn't get sound buffer status\n");
      
      if (dwStatus & DSBSTATUS_BUFFERLOST)
        pDSBuf->lpVtbl->Restore (pDSBuf);
      
      if (!(dwStatus & DSBSTATUS_PLAYING))
        pDSBuf->lpVtbl->Play(pDSBuf, 0, 0, DSBPLAY_LOOPING);
    }
  }
#endif

  S_PaintChannels (endtime);

  SNDDMA_Submit ();
}

/*
===============================================================================

console functions

===============================================================================
*/

void S_Play(void)
{
  static int hash=345;
  int   i;
  char name[256];
  sfx_t *sfx;
  
  i = 1;
  while (i<Cmd_Argc())
  {
    if (!Q_strrchr(Cmd_Argv(i), '.'))
    {
      Q_strcpy(name, Cmd_Argv(i));
      Q_strcat(name, ".wav");
    }
    else
      Q_strcpy(name, Cmd_Argv(i));
    sfx = S_PrecacheSound(name);
    S_StartSound(hash++, 0, sfx, listener_origin, 1.0, 1.0);
    i++;
  }
}

void S_PlayVol(void)
{
  static int hash=543;
  int i;
  float vol;
  char name[256];
  sfx_t *sfx;
  
  i = 1;
  while (i<Cmd_Argc())
  {
    if (!Q_strrchr(Cmd_Argv(i), '.'))
    {
      Q_strcpy(name, Cmd_Argv(i));
      Q_strcat(name, ".wav");
    }
    else
      Q_strcpy(name, Cmd_Argv(i));
    sfx = S_PrecacheSound(name);
    vol = Q_atof(Cmd_Argv(i+1));
    S_StartSound(hash++, 0, sfx, listener_origin, vol, 1.0);
    i+=2;
  }
}

void S_SoundList(void)
{
  int   i;
  sfx_t *sfx;
  sfxcache_t  *sc;
  int   size, total;

  total = 0;
  for (sfx=known_sfx, i=0 ; i<num_sfx ; i++, sfx++)
  {
    sc = Cache_Check (&sfx->cache);
    if (!sc)
      continue;
    size = sc->length*sc->width*(sc->stereo+1);
    total += size;
    if (sc->loopstart >= 0)
      Con_Printf ("L");
    else
      Con_Printf (" ");
    Con_Printf("(%2db) %6i : %s\n",sc->width*8,  size, sfx->name);
  }
  Con_Printf ("Total resident: %i\n", total);
}


void S_LocalSound (char *sound)
{
  sfx_t *sfx;

  if (nosound.value)
    return;
  if (!sound_started)
    return;
    
  sfx = S_PrecacheSound (sound);
  if (!sfx)
  {
    Con_Printf ("S_LocalSound: can't cache %s\n", sound);
    return;
  }
  S_StartSound (cl.viewentity, -1, sfx, vec3_origin, 1, 1);
}


void S_ClearPrecache (void)
{
}


void S_BeginPrecaching (void)
{
}


void S_EndPrecaching (void)
{
}

