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

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

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.

===========================================================================
*/
#include "../common/SoundHardware.h"
#ifndef __XA_SOUNDHARDWARE_H__
#define __XA_SOUNDHARDWARE_H__

class idSoundSample_XAudio2;
class idSoundVoice_XAudio2;
// RB
class idSoundHardware_XAudio2;
class idSoundHardware;
class idSoundSample;
class idSoundVoice;

/*
================================================
idSoundEngineCallback
================================================
*/
class idSoundEngineCallback : public IXAudio2EngineCallback
{
public:
	idSoundHardware_XAudio2* hardware;
	
private:
	// Called by XAudio2 just before an audio processing pass begins.
	STDMETHOD_( void, OnProcessingPassStart )( THIS ) {}
	
	// Called just after an audio processing pass ends.
	STDMETHOD_( void, OnProcessingPassEnd )( THIS ) {}
	
	// Called in the event of a critical system error which requires XAudio2
	// to be closed down and restarted.  The error code is given in Error.
	STDMETHOD_( void, OnCriticalError )( THIS_ HRESULT Error );
};

/*
================================================
idSoundHardware_XAudio2
================================================
*/

class idSoundHardware_XAudio2 : public idSoundHardware
{
public:
	idSoundHardware_XAudio2();
	
	void			Init();
	void			Shutdown();
	void			ShutdownReverbSystem();
	
	void 			Update();

	void			UpdateEAXEffect(idSoundEffect* effect);
	
	idSoundVoice* 	AllocateVoice( const idSoundSample* leadinSample, const idSoundSample* loopingSample, const int channel );
	void			FreeVoice( idSoundVoice* voice );
	
	// video playback needs this
	IXAudio2* 		GetIXAudio2() const
	{
		return pXAudio2;
	};

	int				GetNumZombieVoices() const
	{
		return zombieVoices.Num();
	}
	int				GetNumFreeVoices() const
	{
		return freeVoices.Num();
	}

	bool	IsReverbSupported() {
		return hasReverb;
	}

	IXAudio2SubmixVoice* GetSubMixVoice() {
		return pSubmixVoice;
	}

	AudioDevice* GetSelectedDevice();
	

	static std::vector<AudioDevice> EnumerateAudioDevices(_Out_opt_ AudioDevice* defaultDevice = nullptr);
protected:
	friend class idSoundSample_XAudio2;
	friend class idSoundVoice_XAudio2;
	friend class idSoundSample;
	friend class idSoundVoice;
	
private:
	IXAudio2* pXAudio2;
	IXAudio2MasteringVoice* pMasterVoice;
	IXAudio2SubmixVoice* pSubmixVoice;
	AudioDevice selectedDevice;
	idSoundEngineCallback	soundEngineCallback;

	// Can't stop and start a voice on the same frame, so we have to double this to handle the worst case scenario of stopping all voices and starting a full new set
	idStaticList<idSoundVoice_XAudio2, MAX_HARDWARE_VOICES * 2 > voices;
	idStaticList<idSoundVoice_XAudio2*, MAX_HARDWARE_VOICES * 2 > zombieVoices;
	idStaticList<idSoundVoice_XAudio2*, MAX_HARDWARE_VOICES * 2 > freeVoices;
	bool	hasReverb;
	XAUDIO2FX_REVERB_PARAMETERS EAX;
};

/*
================================================
idSoundHardware
================================================
*/
//class idSoundHardware : public idSoundHardware_XAudio2
//{
//};

#endif
