// sound.h -- client sound i/o functions

#ifndef __SOUND__
#define __SOUND__

#define DEFAULT_SOUND_PACKET_VOLUME 255
#define DEFAULT_SOUND_PACKET_ATTENUATION 1.0

typedef struct {
    int left;
    int right;
} portable_samplepair_t;

typedef struct sfx_s {
    char name[MAX_QPATH];
    cache_user_t cache;
} sfx_t;

typedef struct {
    int length;
    int loopstart;
    int speed;
    int width;
    int stereo;
    byte data[1];		// variable sized
} sfxcache_t;

typedef struct {
    qboolean gamealive;
    qboolean soundalive;
    qboolean splitbuffer;
    int channels;
    int samples;		// mono samples in buffer
    int submission_chunk;	// don't mix less than this #
    int samplepos;		// in mono samples
    int samplebits;
    int speed;
    unsigned char *buffer;
} dma_t;

typedef struct {
    sfx_t *sfx;			// sfx number
    int leftvol;		// 0-255 volume
    int rightvol;		// 0-255 volume
    int end;			// end time in global paintsamples
    int pos;			// sample position in sfx
    int looping;		// where to loop, -1 = no looping
    int entnum;			// to allow overriding a specific sound
    int entchannel;		//
    vec3_t origin;		// origin of sound effect
    vec_t dist_mult;		// distance multiplier (attenuation/clipK)
    int master_vol;		// 0-255 master volume
} channel_t;

typedef struct {
    int rate;
    int width;
    int channels;
    int loopstart;
    int samples;
    int dataofs;		// chunk starts this many bytes from file start
} wavinfo_t;

void S_Init(void);
void S_Shutdown(void);
void S_StartSound(int entnum, int entchannel, sfx_t * sfx, vec3_t origin,
		  float fvol, float attenuation);
void S_StaticSound(sfx_t * sfx, vec3_t origin, float vol,
		   float attenuation);
void S_StopSound(int entnum, int entchannel);
void S_StopAllSounds(void);
void S_ClearBuffer(void);
void S_Update(vec3_t origin, vec3_t v_forward, vec3_t v_right,
	      vec3_t v_up);
void S_ExtraUpdate(void);

sfx_t *S_PrecacheSound(char *sample);
void S_TouchSound(char *sample);

void S_PaintChannels(int endtime);
void S_InitPaintChannels(void);

// picks a channel based on priorities, empty slots, number of channels
channel_t *SND_PickChannel(int entnum, int entchannel);

// spatializes a channel
void SND_Spatialize(channel_t * ch);

// initializes cycling through a DMA buffer and returns information on it
qboolean SNDDMA_Init(void);

// gets the current DMA position
int SNDDMA_GetDMAPos(void);

// shutdown the DMA xfer.
void SNDDMA_Shutdown(void);

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

#define	MAX_CHANNELS			128
#define	MAX_DYNAMIC_CHANNELS	8


extern channel_t channels[MAX_CHANNELS];
// 0 to MAX_DYNAMIC_CHANNELS-1  = normal entity sounds
// MAX_DYNAMIC_CHANNELS to MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS -1 = water, etc
// MAX_DYNAMIC_CHANNELS + NUM_AMBIENTS to total_channels = static sounds

extern int total_channels;

//
// 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.
//

extern qboolean fakedma;
extern int fakedma_updates;
extern int paintedtime;
extern vec3_t listener_origin;
extern vec3_t listener_forward;
extern vec3_t listener_right;
extern vec3_t listener_up;
extern volatile dma_t *shm;
extern vec_t sound_nominal_clip_dist;

extern cvar_t loadas8bit;
extern cvar_t bgmvolume;
extern cvar_t volume;

void S_LocalSound(char *s);
sfxcache_t *S_LoadSound(sfx_t * s);

void S_StartNoiseTrack(char *name);
wavinfo_t GetWavinfo(char *name, byte * wav, int wavlength);

void SND_InitScaletable(void);

#endif
