////////////////////////////////////////////////////////////////////////////////
//    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_VirtualSoundSource_hpp_INCLUDE__
#define __INCLUDE_VirtualSoundSource_hpp_INCLUDE__

#include <sound/VirtualSoundPriority.hpp>
#include <sound/SoundBuffer.hpp>
#include <common/Vector.hpp>

class PlayingSoundSource;

class VirtualSoundSource
{
public:
	VirtualSoundSource( unsigned int priority, bool looping, bool managed );
	virtual ~VirtualSoundSource();

	void play( SoundBuffer* buffer );
	void stop();

	// clang-format off
	// uncrustify off
	bool                getPlaying();
	bool                getManaged()       { return managed_; }
	bool                getLooping()       { return looping_; }
	bool                getRelative()      { return relative_; }
	Vector&             getPosition()      { return position_; }
	unsigned int        getPriority()      { return priority_; }
	SoundBuffer*        getBuffer()        { return buffer_; }
	PlayingSoundSource* getPlayingSource() { return playingSource_; }
	float               getDistance()      { return distance_; }
	float               getGain()          { return gain_; }
	// uncrustify on
	// clang-format on

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

	// Internal
	void actualPlay();
	void setPlayingSource( PlayingSoundSource* s );
	void updateDistance( Vector& listener );

protected:
	unsigned int        priority_;
	PlayingSoundSource* playingSource_;
	SoundBuffer*        buffer_;
	Vector              position_;
	Vector              velocity_;
	float               distance_;
	float               gain_;
	float               refDist_;
	float               rolloff_;
	bool                relative_;
	bool                looping_;
	bool                managed_;
};

#endif  // __INCLUDE_VirtualSoundSource_hpp_INCLUDE__
