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

Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein single player GPL Source Code (RTCW SP Source Code).  

RTCW SP 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.

RTCW SP 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 RTCW SP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW SP 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 RTCW SP 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.

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

/*
 *  idSound.cpp
 *  osxDOOM
 *
 *  Created by zaphod on Thu Mar 08 2001.
 *
 */


#include "idAudio.h"

void idSound::start() {
}

void idSound::finish() {
}

idSound::idSound( const char *sname ) {
	int hr;
	name = new idStr( sname );                            // give me a name

	lastTimeUsed = -1;

	pSound = NULL;

	// Load the wave file into a DirectSound buffer
	hr = idSpeak->hw->Create( &pSound, name->c_str(), DSBCAPS_CTRL3D, DS3DALG_HRTF_FULL );
	if ( hr != E_FAIL ) {
		// Get the 3D buffer from the secondary buffer
		pSound->Get3DBufferInterfaces( idSpeak->getMinDistance(), idSpeak->getMaxDistance() );
		flags.set( LOADED );
	} else {
		SAFE_DELETE( pSound );
	}
}

idSound::~idSound() {
}

void idSound::play( const int dwFlags ) {
	if ( !flags.test( LOADED ) ) {
		int hr;
		pSound = NULL;
		hr = idSpeak->hw->Create( &pSound, name->c_str(), 0, GUID_NULL );
		if ( hr != E_FAIL ) {
			flags.set( LOADED );
		} else {
			SAFE_DELETE( pSound );
		}
	}
	if ( pSound ) {
		bIndex = pSound->GetFreeIndex();
		if ( bIndex != -1 ) {
			pSound->Play( bIndex, 0, dwFlags );
		}
	}
}

void idSound::stop() {
	if ( pSound ) {
		pSound->Stop( bIndex );
	}
}


void idSound::update3D( const idVec3& pos, const idVec3& vel ) {
	if ( flags.test( LOADED ) ) {
		pSound->SetPosition( bIndex, pos[0], pos[1], pos[2] );
		pSound->SetVelocity( bIndex, vel[0], vel[1], vel[2] );
	}
}

void idSound::play3D( const int dwFlags, const idVec3& pos, const idVec3& vel ) {
	if ( !flags.test( LOADED ) ) {
		int hr;
		pSound = NULL;
		// Load the wave file into a DirectSound buffer
		hr = idSpeak->hw->Create( &pSound, name->c_str(), DSBCAPS_CTRL3D, DS3DALG_HRTF_FULL );
		if ( hr != E_FAIL ) {
			pSound->Get3DBufferInterfaces( idSpeak->getMinDistance(), idSpeak->getMaxDistance() );
			flags.set( LOADED );
		} else {
			SAFE_DELETE( pSound );
		}
	}
	if ( pSound ) {
		bIndex = pSound->GetFreeIndex();
		if ( bIndex != -1 ) {
			pSound->SetPosition( bIndex, pos[0], pos[1], pos[2] );
			pSound->SetVelocity( bIndex, vel[0], vel[1], vel[2] );
			pSound->Play( bIndex, 0, dwFlags );
		}
	}
}
