////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2011, 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_SoundSource_hpp_INCLUDE__
#define __INCLUDE_SoundSource_hpp_INCLUDE__

#include <common/Vector.hpp>

class Sound;
class SoundBuffer;
class SoundBufferSourceInstance;

class SoundSource
{
public:
	virtual ~SoundSource();

	void play( SoundBuffer* buffer, bool repeat = false );
	void simulate( bool repeat = false );
	void stop();

	bool getPlaying();

	void setRelative( bool relative );
	void setPosition( Vector& position );
	void setVelocity( Vector& velocity );
	void setReferenceDistance( float refDist );
	void setRolloff( float rolloff );
	void setGain( float gain );

protected:
	friend class Sound;
	unsigned int               source_;
	SoundBufferSourceInstance* buffer_;

	SoundSource();

	bool create();
	void destroy();
};

#endif  // __INCLUDE_SoundSource_hpp_INCLUDE__
