/*==LICENSE==*

CyanWorlds.com Engine - MMOG client, server and tools
Copyright (C) 2011  Cyan Worlds, 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
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Additional permissions under GNU GPL version 3 section 7

If you modify this Program, or any covered work, by linking or
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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*==LICENSE==*/
//////////////////////////////////////////////////////////////////////////////
//                                                                          //
//  plSound.h - Base sound class header                                     //
//                                                                          //
//// History /////////////////////////////////////////////////////////////////
//                                                                          //
//  10.12.01 mcn    - Added preliminary soft region (volume) support.       //
//  7.12.02 mcn     - Added EAX support                                     //
//  7.15.02 mcn     - Added support for animated volumes                    //
//                                                                          //
//////////////////////////////////////////////////////////////////////////////

#ifndef plSound_h
#define plSound_h

#include "hsTemplates.h"
#include "hsGeometry3.h"
#include "plEAXEffects.h"
#include "pnNetCommon/plSynchedObject.h"
#include "plAvatar/plAGChannel.h"
#include "plAvatar/plAGApplicator.h"
#include "plAudioCore/plSoundBuffer.h"

class hsResMgr;
class hsStream;
class plSoundProxy;
class plDrawableSpans;
class hsGMaterial;
class plSoundMsg;
class plSoftVolume;
class plGraphPlate;
struct hsMatrix44;
class plSoundBuffer;
class plSceneObject;
class plSoundVolumeApplicator;

// Set this to 1 to do our own distance attenuation (model doesn't work yet tho)
#define MCN_HACK_OUR_ATTEN  0
#define MAX_INCIDENTALS 4

class plSound : public plSynchedObject
{
    friend class plSoundSDLModifier;
    friend class plSoundVolumeApplicator;

public:
    plSound();
    virtual ~plSound();

    CLASSNAME_REGISTER( plSound );
    GETINTERFACE_ANY( plSound, plSynchedObject );

    enum Property
    {
        kPropIs3DSound      = 0x00000001,
        kPropDisableLOD     = 0x00000002,
        kPropLooping        = 0x00000004,
        kPropAutoStart      = 0x00000008,
        kPropLocalOnly      = 0x00000010,   // Disables network synching and triggering
        kPropLoadOnlyOnCall = 0x00000020,   // Only load and unload when we're told to
        kPropFullyDisabled  = 0x00000040,   // This sound should never play while this is set
                                            // Only plWin32LinkSound uses it. Placed here as a TODO though...
        kPropDontFade       = 0x00000080,
        kPropIncidental     = 0x00000100    // Incidental sound, will be played thru the incidental manager
    };

    enum Type
    {
        kStartType,
        kSoundFX = kStartType,              // For now, 3D sounds are always marked as this
        kAmbience,
        kBackgroundMusic,
        kGUISound,
        kNPCVoices,
        kNumTypes
    };

    enum Refs
    {
        kRefSoftVolume = 0,
        kRefDataBuffer,     // plugins only
        kRefParentSceneObject,
        kRefSoftOcclusionRegion
    };

    enum 
    {
        kSoftRegion = 0
    };

    enum StreamType
    { 
        kNoStream, 
        kStreamFromRAM, 
        kStreamFromDisk, 
        kStreamCompressed 
    };

    class plFadeParams
    {
        friend class plSound;

        public:
            enum Type
            {
                kLinear,
                kLogarithmic,
                kExponential
            };

            float    fLengthInSecs;      // Time to take to fade
            float    fVolStart;          // Set one of these two for fade in/out,
            float    fVolEnd;            // the other becomes the current volume
            uint8_t       fType;
            hsBool      fStopWhenDone;      // Actually stop the sound once the fade is complete
            hsBool      fFadeSoftVol;       // Fade the soft volume instead of fCurrVolume

            plFadeParams() { fLengthInSecs = 0.f; fCurrTime = -1.f; fStopWhenDone = false; fFadeSoftVol = false; fVolStart = fVolEnd = 0.f; fType = kLinear; }

            plFadeParams( Type type, float len, float start, float end )
            {
                fLengthInSecs = len; fVolStart = start; fVolEnd = end; fType = type;
                fStopWhenDone = false;
                fFadeSoftVol = false;
            }

            void    Read( hsStream *s );
            void    Write( hsStream *s );

            float    InterpValue( void );

        protected:
            float    fCurrTime;          // -1 if we aren't active, else it's how far we're into the animation
    };

    virtual hsBool      LoadSound( hsBool is3D ) = 0;
    float            GetVirtualStartTime( void ) const { return (float)fVirtualStartTime; }

    virtual void        Play();
    void                SynchedPlay( unsigned bytes );
    void                SynchedPlay( float virtualStartTime );
    virtual void        Stop();
    virtual void        FastForwardPlay();
    virtual void        FastForwardToggle();
    virtual void        SetMin(const int m); // sets minimum falloff distance
    virtual void        SetMax(const int m); // sets maximum falloff distance
    virtual int         GetMin() const;
    virtual int         GetMax() const;
    virtual void        SetVolume(const float volume);
    virtual float       GetVolume(void) const { return fCurrVolume; }
    float            GetMaxVolume() { return fMaxVolume; }
    virtual hsBool      IsPlaying() { return fPlaying; }
    void                SetTime(double t);
    virtual double      GetTime( void ) { return 0.f; }
    virtual void        Activate(hsBool forcePlay = false);
    virtual void        DeActivate();
    virtual void        SetLength(double l) { fLength = l; }
    virtual void        SetMuted( hsBool muted );
    virtual hsBool      IsMuted( void ) { return fMuted; }
    void                Disable() { fDistAttenuation = 0; }
    virtual plSoundMsg* GetStatus(plSoundMsg* pMsg){return NULL;}
    virtual void        SetConeOrientation(float x, float y, float z);
    virtual void        SetOuterVolume( const int v ); // volume for the outer cone (if applicable)
    virtual void        SetConeAngles( int inner, int outer );
    virtual void        SetPosition(const hsPoint3 pos);
    virtual void        SetVelocity(const hsVector3 vel);
    virtual hsPoint3    GetPosition() const;
    virtual hsVector3   GetVelocity() const;

    virtual void        Update();
    
    plSoundBuffer *     GetDataBuffer( void ) const { return (plSoundBuffer *)fDataBufferKey->ObjectIsLoaded(); }
    float            QueryCurrVolume( void ) const;  // Returns the current volume, attenuated

    const char *        GetFileName( void ) const;
    virtual double      GetLength();

    void                SetProperty( Property prop, hsBool on ) { if( on ) fProperties |= prop; else fProperties &= ~prop; }
    hsBool              IsPropertySet( Property prop ) const { return ( fProperties & prop ) ? true : false; }

    virtual void        RefreshVolume( void );

    virtual void        SetStartPos(unsigned bytes) = 0;
    virtual unsigned    GetByteOffset(){return 0;}
    virtual float       GetActualTimeSec() = 0;

    virtual void        AddCallbacks(plSoundMsg* pMsg) = 0;
    virtual void        RemoveCallbacks(plSoundMsg* pMsg) = 0;

    virtual uint8_t       GetChannelSelect( void ) const { return 0; }    // Only defined on Win32Sound right now, should be here tho

    virtual void        Read(hsStream* s, hsResMgr* mgr);
    virtual void        Write(hsStream* s, hsResMgr* mgr);
    
    virtual void        SetFadeInEffect( plFadeParams::Type type, float length );
    virtual void        SetFadeOutEffect( plFadeParams::Type type, float length );
    virtual float    CalcSoftVolume( hsBool enable, float distToListenerSquared );
    virtual void        UpdateSoftVolume( hsBool enable, hsBool firstTime = false );

    virtual hsBool      MsgReceive( plMessage* pMsg );
    virtual hsBool      DirtySynchState( const char *sdlName = nil, uint32_t sendFlags = 0 ); // call when state has changed

    // Tests whether this sound is within range of the given position, not counting soft regions
    hsBool              IsWithinRange( const hsPoint3 &listenerPos, float *distSquared );

    // Type setting and getting, from the Types enum
    void                SetType( uint8_t type ) { fType = type; }
    uint8_t               GetType( void ) const { return fType; }

    // Priority stuff
    void                SetPriority( uint8_t pri ) { fPriority = pri; }
    uint8_t               GetPriority( void ) const { return fPriority; }

    // Visualization
    virtual plDrawableSpans*    CreateProxy(const hsMatrix44& l2w, hsGMaterial* mat, hsTArray<uint32_t>& idx, plDrawableSpans* addTo);

    // Forced loading/unloading (for when the audio system's LOD just doesn't cut it)
    virtual void        ForceLoad(  );
    virtual void        ForceUnload( void );

    // Note: ONLY THE AUDIOSYS SHOULD CALL THIS. If you're not the audioSys, get lost.
    static void         SetCurrDebugPlate( const plKey soundKey );

    void                RegisterOnAudioSys( void );
    void                UnregisterOnAudioSys( void );

    // Also only for the audio system
    float            GetVolumeRank( void );
    void                ForceUnregisterFromAudioSys( void );

    static void         SetLoadOnDemand( hsBool activate ) { fLoadOnDemandFlag = activate; }
    static void         SetLoadFromDiskOnDemand( hsBool activate ) { fLoadFromDiskOnDemand = activate; }

    const plEAXSourceSettings   &GetEAXSettings( void ) const { return fEAXSettings; }
    plEAXSourceSettings         &GetEAXSettings( void ) { return fEAXSettings; }
    virtual StreamType          GetStreamType() const { return kNoStream; }
    virtual void    FreeSoundData();


protected:
    hsBool      fPlaying;
    hsBool      fActive;
    double      fTime;
    int         fMaxFalloff;
    int         fMinFalloff;
    float    fCurrVolume;
    float    fDesiredVol;        // Equal to fCurrVolume except when we're fading or muted
    float    fFadedVolume;
    float    fMaxVolume;

    int         fOuterVol;
    int         fInnerCone;
    int         fOuterCone;
    double      fLength;
    
    int         fProperties;
    uint8_t       fType;
    uint8_t       fPriority;

    hsBool      fMuted, fFading, fRegisteredForTime, fPlayOnReactivate, fFreeData;
    hsBool      fNotHighEnoughPriority;     // Set whenever the audioSys calls UpdateSoftVolume() with enable=false,
                                            // thus indicating that we slipped off the top 16 most wanted list. 

    // Do these need to be synched values? They weren't before...
    hsVector3   fConeOrientation;
    hsPoint3    f3DPosition;
    hsVector3   f3DVelocity;
    hsBool      fPlayWhenLoaded;

    double      fSynchedStartTimeSec;
    
    // Just around for reference and sending messages upward (synched state)
    plSceneObject       *fOwningSceneObject;

    // EAX Settings storage here
    plEAXSourceSettings fEAXSettings;
    hsBool fQueued;

    plFadeParams    fFadeInParams, fFadeOutParams;
    plFadeParams    fCoolSoftVolumeTrickParams;
    plFadeParams    *fCurrFadeParams;

    plSoftVolume    *fSoftRegion;
    float        fSoftVolume;
    float        fDistAttenuation, fDistToListenerSquared;
    double          fVirtualStartTime;
    hsBool          fRegistered;
    static unsigned fIncidentalsPlaying;

    plSoftVolume    *fSoftOcclusionRegion;

    plSoundBuffer   *fDataBuffer;           // Not always around
    hsBool          fDataBufferLoaded;
    plKey           fDataBufferKey;     // Always around

    static plGraphPlate *fDebugPlate;
    static plSound      *fCurrDebugPlateSound;

    static hsBool       fLoadOnDemandFlag, fLoadFromDiskOnDemand;
    hsBool              fLoading;

    void            IUpdateDebugPlate( void );
    void            IPrintDbgMessage( const char *msg, hsBool isErr = false );

    virtual void    ISetActualVolume(const float v) = 0;
    virtual void    IActuallyStop( void );
    virtual hsBool  IActuallyPlaying( void ) = 0;
    virtual void    IActuallyPlay( void ) = 0;
    virtual void    IFreeBuffers( void ) = 0;

    //NOTE: if isIncidental is true the entire sound will be loaded. 
    virtual plSoundBuffer::ELoadReturnVal   IPreLoadBuffer( hsBool playWhenLoaded, hsBool isIncidental = false );   
    virtual void        ISetActualTime( double t ) = 0;
    
    virtual hsBool      IActuallyLoaded( void ) = 0;
    virtual void        IRefreshEAXSettings( hsBool force = false ) = 0;

    virtual float    IGetChannelVolume( void ) const;

    void    ISynchToStartTime( void );
    void    ISynchedPlay( double virtualStartTime );
    void    IStartFade( plFadeParams *params, float offsetIntoFade = 0.f );
    void    IStopFade( hsBool shuttingDown = false, hsBool SetVolEnd = true);
    
    hsBool  IWillBeAbleToPlay( void );

    void        ISetSoftRegion( plSoftVolume *region );
    float    IAttenuateActualVolume( float volume ) const;
    void        ISetSoftOcclusionRegion( plSoftVolume *region );

    // Override to make sure the buffer is available before the base class is called
    virtual void    IRefreshParams( void );

    virtual bool    ILoadDataBuffer( void );
    virtual void    IUnloadDataBuffer( void );

    //virtual void  ISetMinDistance( const int m ) = 0;
    //virtual void  ISetMaxDistance( const int m ) = 0;
    //virtual void  ISetOuterVolume( const int v ) = 0;
    //virtual void  ISetConeAngles( int inner, int outer ) = 0;
    //virtual void  ISetActualConeOrient( hsVector3 &vector ) = 0;
    //virtual void  ISetVelocity( const hsVector3 vel ) = 0;
    //virtual void  ISetPosition( const hsPoint3 pos ) = 0;

    virtual void    IRead( hsStream *s, hsResMgr *mgr );
    virtual void    IWrite( hsStream *s, hsResMgr *mgr );
};


//// plSoundVolumeApplicator /////////////////////////////////////////////////
//  Tiny helper for handling animated volumes

class plSoundVolumeApplicator : public plAGApplicator
{
public:
    plSoundVolumeApplicator() { }
    plSoundVolumeApplicator( uint32_t index ) { fIndex = index; }

    CLASSNAME_REGISTER( plSoundVolumeApplicator );
    GETINTERFACE_ANY( plSoundVolumeApplicator, plAGApplicator );

    virtual plAGApplicator *CloneWithChannel( plAGChannel *channel );
    virtual void            Write( hsStream *stream, hsResMgr *mgr );
    virtual void            Read( hsStream *s, hsResMgr *mgr );

protected:
    uint32_t      fIndex;
    virtual void IApply( const plAGModifier *mod, double time );
};

#endif //plWin32Sound_h