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

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code 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.

Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/
#ifndef __XA2_SOUNDVOICE_H__
#define __XA2_SOUNDVOICE_H__

static const int MAX_QUEUED_BUFFERS = 3;

/*
================================================
idSoundVoice_XAudio2
================================================
*/
class idSoundVoice_XAudio2 : public idSoundVoice_Base
{
public:
	idSoundVoice_XAudio2();
	~idSoundVoice_XAudio2();
	
	void					Create( const idSoundSample* leadinSample, const idSoundSample* loopingSample );
	
	// Start playing at a particular point in the buffer.  Does an Update() too
	void					Start( int offsetMS, int ssFlags );
	
	// Stop playing.
	void					Stop();
	
	// Stop consuming buffers
	void					Pause();
	// Start consuming buffers again
	void					UnPause();
	
	// Sends new position/volume/pitch information to the hardware
	bool					Update();
	
	// returns the RMS levels of the most recently processed block of audio, SSF_FLICKER must have been passed to Start
	float					GetAmplitude();
	
	// returns true if we can re-use this voice
	bool					CompatibleFormat( idSoundSample_XAudio2* s );
	
	uint32					GetSampleRate() const
	{
		return sampleRate;
	}
	
	// callback function
	void					OnBufferStart( idSoundSample_XAudio2* sample, int bufferNumber );
	
private:
	friend class idSoundHardware_XAudio2;
	
	// Returns true when all the buffers are finished processing
	bool					IsPlaying();
	
	// Called after the voice has been stopped
	void					FlushSourceBuffers();
	
	// Destroy the internal hardware resource
	void					DestroyInternal();
	
	// Helper function used by the initial start as well as for looping a streamed buffer
	int						RestartAt( int offsetSamples );
	
	// Helper function to submit a buffer
	int						SubmitBuffer( idSoundSample_XAudio2* sample, int bufferNumber, int offset );
	
	// Adjust the voice frequency based on the new sample rate for the buffer
	void					SetSampleRate( uint32 newSampleRate, uint32 operationSet );
	
	IXAudio2SourceVoice* 	pSourceVoice;
	idSoundSample_XAudio2* leadinSample;
	idSoundSample_XAudio2* loopingSample;
	
	// These are the fields from the sample format that matter to us for voice reuse
	uint16					formatTag;
	uint16					numChannels;
	
	uint32					sourceVoiceRate;
	uint32					sampleRate;
	
	bool					hasVUMeter;
	bool					paused;
};

/*
================================================
idSoundVoice
================================================
*/
class idSoundVoice : public idSoundVoice_XAudio2
{
};

#endif
