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

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_SOUNDSAMPLE_H__
#define __XA2_SOUNDSAMPLE_H__

/*
================================================
idSoundSample_XAudio2
================================================
*/
class idSampleInfo;
class idSoundSample_XAudio2 {
public:
					idSoundSample_XAudio2();

	// Loads and initializes the resource based on the name.
	virtual void	 LoadResource();

	void			SetName( const char * n ) { name = n; }
	const char *	GetName() const { return name; }
	ID_TIME_T		GetTimestamp() const { return timestamp; }

	// turns it into a beep
	void			MakeDefault();

	// frees all data
	void			FreeData();

	int				LengthInMsec() const { return SamplesToMsec( NumSamples(), SampleRate() ); }
	int				SampleRate() const { return format.basic.samplesPerSec; }
	int				NumSamples() const { return playLength; }
	int				NumChannels() const { return format.basic.numChannels; }
	int				BufferSize() const { return totalBufferSize; }

	bool			IsCompressed() const { return ( format.basic.formatTag != idWaveFile::FORMAT_PCM ); }

	bool			IsDefault() const { return timestamp == FILE_NOT_FOUND_TIMESTAMP; }
	bool			IsLoaded() const { return loaded; }

	void			SetNeverPurge() { neverPurge = true; }
	bool			GetNeverPurge() const { return neverPurge; }

	void			SetLevelLoadReferenced() { levelLoadReferenced = true; }
	void			ResetLevelLoadReferenced() { levelLoadReferenced = false; }
	bool			GetLevelLoadReferenced() const { return levelLoadReferenced; }

	int				GetLastPlayedTime() const { return lastPlayedTime; }
	void			SetLastPlayedTime( int t ) { lastPlayedTime = t; }

	float			GetAmplitude( int timeMS ) const;

protected:
	friend class idSoundHardware_XAudio2;
	friend class idSoundVoice_XAudio2;

					~idSoundSample_XAudio2();

	bool			LoadWav( const idStr & name );
	bool			LoadAmplitude( const idStr & name );
	void			WriteAllSamples( const idStr &sampleName );
	bool			LoadGeneratedSample( const idStr &name );
	void			WriteGeneratedSample( idFile *fileOut );

	struct sampleBuffer_t {
		void * buffer;
		int bufferSize;
		int numSamples;
	};

	idStr			name;

	ID_TIME_T		timestamp;
	bool			loaded;

	bool			neverPurge;
	bool			levelLoadReferenced;
	bool			usesMapHeap;

	uint32			lastPlayedTime;

	int				totalBufferSize;	// total size of all the buffers
	idList<sampleBuffer_t, TAG_AUDIO> buffers;

	int				playBegin;
	int				playLength;

	idWaveFile::waveFmt_t	format;

	idList<byte, TAG_AMPLITUDE> amplitude;
};

/*
================================================
idSoundSample

This reverse-inheritance purportedly makes working on
multiple platforms easier.
================================================
*/
class idSoundSample : public idSoundSample_XAudio2 {
public:
};

#endif
