////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 2025, 2026
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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 this program; if not, write to the Free Software Foundation, Inc.,
//    51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
////////////////////////////////////////////////////////////////////////////////

#ifndef __INCLUDE_Sound_hpp_INCLUDE__
#define __INCLUDE_Sound_hpp_INCLUDE__

#include <map>
#include <vector>
#include <string>
#include <engine/GameStateI.hpp>
#include <sound/VirtualSoundSource.hpp>
#include <sound/SoundBuffer.hpp>
#include <sound/SoundListener.hpp>
#include <sound/SoundSource.hpp>
#include <console/ConsoleRule.hpp>

#define CACHE_SOUND( var, filename ) static SoundBuffer* var = Sound::instance()->fetchOrCreateBuffer( filename );

class PlayingSoundSource;

// SINGLETON
class Sound : public GameStateI
{
public:
	static Sound* instance();

	// clang-format off
	// uncrustify off
	bool init( int channels );
	bool getInit() { return init_; }
	void destroy();
	// uncrustify on
	// clang-format on

	void showSoundBuffers();
	void soundPlay( std::vector< ConsoleRuleValue >& values );

	SoundBuffer*   fetchOrCreateBuffer( const std::string& filename );
	SoundListener* getDefaultListener();

	void addManaged( VirtualSoundSource* source );
	void addPlaying( VirtualSoundSource* source );
	void removePlaying( VirtualSoundSource* source );

	void setPlaySounds( bool playSounds ) { playSounds_ = playSounds; }

	void simulate( const unsigned int state, float simTime );
	int  getAvailableChannels();
	int  getPlayingChannels();

protected:
	static Sound* instance_;

	typedef std::map< std::string, SoundBuffer* > BufferMap;
	typedef std::vector< SoundSource* >           SourceList;
	typedef std::vector< VirtualSoundSource* >    VirtualSourceList;
	typedef std::vector< PlayingSoundSource* >    PlayingSourceList;

	float             totalTime_;
	BufferMap         bufferMap_;
	SourceList        totalSources_;
	SourceList        availableSources_;
	SoundListener     listener_;
	VirtualSourceList managedSources_;
	PlayingSourceList playingSources_;
	bool              init_;
	bool              playSounds_;

	void         updateSources();
	SoundBuffer* createBuffer( char* fileName );

private:
	Sound();
	virtual ~Sound();
};

#endif  // __INCLUDE_Sound_hpp_INCLUDE__
