/*
**  ClanLib SDK
**  Copyright (c) 1997-2020 The ClanLib Team
**
**  This software is provided 'as-is', without any express or implied
**  warranty.  In no event will the authors be held liable for any damages
**  arising from the use of this software.
**
**  Permission is granted to anyone to use this software for any purpose,
**  including commercial applications, and to alter it and redistribute it
**  freely, subject to the following restrictions:
**
**  1. The origin of this software must not be misrepresented; you must not
**     claim that you wrote the original software. If you use this software
**     in a product, an acknowledgment in the product documentation would be
**     appreciated but is not required.
**  2. Altered source versions must be plainly marked as such, and must not be
**     misrepresented as being the original software.
**  3. This notice may not be removed or altered from any source distribution.
**
**  Note: Some of the libraries ClanLib may link to may have additional
**  requirements or restrictions.
**
**  File Author(s):
**
**    Magnus Norddahl
*/

#pragma once

#include <memory>
#include "soundbuffer_session.h"
#include "../Core/Resources/resource.h"

namespace clan
{
	/// \addtogroup clanSound_Audio_Mixing clanSound Audio Mixing
	/// \{

	class SoundOutput;
	class SoundProvider;
	class SoundBuffer_Session;
	class SoundFilter;
	class SoundBuffer_Impl;
	class IODevice;
	class FileSystem;
	class ResourceManager;
	class XMLResourceDocument;

	/// \brief Sample interface in ClanLib.
	///
	///    <p>The SoundBuffer class represents a sample in ClanLib. It can
	///    either be static or streamed. The soundbuffer gets its sample data from
	///    a soundprovider, that is passed during construction.</p>
	class SoundBuffer
	{
	public:
		/// \brief Construct a null instance
		SoundBuffer();

		/// \brief Construct sound buffer.
		/** <p>A sound buffer can be constructed either as static or
			streamed. If the sound buffer is loaded from resources, the
			buffer type is determined by the resource option 'stream'
			associated with the resource.</p>
			-
			<p>SoundBuffer's internals are reference counted, so the copy
			constructor will create a new soundbuffer object which shares
			the same buffer as the original one. This means that if the copy
			is modified, the original is affected as well.</p>
			-
			<p>If <i>delete_provider</i> is true, the provider will be
			deleted when the soundbuffer is deleted.</p>*/

		SoundBuffer(
			const std::string &fullname,
			bool streamed = false,
			const std::string &format = "");

		SoundBuffer(
			const std::string &filename,
			bool streamed,
			const FileSystem &fs,
			const std::string &type = "");

		SoundBuffer(
			IODevice &file,
			bool streamed,
			const std::string &type);

		/// \brief Retrieves a SoundBuffer resource from the resource manager
		///
		/// \param gc = Graphic Context
		/// \param resources = Resource manager
		/// \param id = id
		static Resource<SoundBuffer> resource(const std::string &id, const ResourceManager &resources);

		/// \brief Loads a SoundBuffer from a XML resource definition
		static SoundBuffer load(const std::string & id, const XMLResourceDocument & doc);

		virtual ~SoundBuffer();

		/// \brief Returns the sound provider to be used for playback.
		SoundProvider *get_provider() const;

		/// \brief Returns the start/default volume used when the buffer is played.
		float get_volume() const;

		/// \brief Returns the default panning position when the buffer is played.
		float get_pan() const;

		/// \brief Returns true if this object is invalid.
		bool is_null() const { return !impl; }

		/// \brief Throw an exception if this object is invalid.
		void throw_if_null() const;

		/// \brief Sets the volume of the sound buffer in a relative measure (0->1)
		/** <p>A value of 0 will effectively mute the sound (although it will
			still be sampled), and a value of 1 will set the volume to "max".</p>
			\param new_volume New volume of sound buffer. */
		void set_volume(float new_volume);

		/// \brief Sets the panning of the sound buffer played in measures from -1 -> 1
		/** <p>Setting the pan with a value of -1 will pan the sound buffer to the
			extreme left (left speaker only), 1 will pan the sound buffer to the
			extreme right (right speaker only).</p>
			\param new_pan New pan of the sound buffer played.*/
		void set_pan(float new_pan);

		/// \brief Adds the sound filter to the sound buffer.
		///
		/// \param filter Sound filter to pass sound through.
		void add_filter(SoundFilter &filter);

		/// \brief Remove the sound filter from the sound buffer.
		void remove_filter(SoundFilter &filter);

		/// \brief Plays the soundbuffer on the specified soundcard.
		///
		/// \param looping looping
		/// \param output Sound output to be used - NULL means use the current selected sound output (Sound::get_selected_output().
		///
		/// \return The playback session.
		SoundBuffer_Session play(bool looping = false, SoundOutput *output = nullptr);

		/// \brief Prepares the soundbuffer for playback on the specified soundcard.
		///
		/// \param output Sound output to be used - NULL means use the current selected sound output (Sound::get_selected_output().
		///
		/// \return The playback session.
		SoundBuffer_Session prepare(bool looping = false, SoundOutput *output = nullptr);

	private:
		std::shared_ptr<SoundBuffer_Impl> impl;
	};

	/// \}
}
