////////////////////////////////////////////////////////////
//
// SFML - Simple and Fast Multimedia Library
// Copyright (C) 2007-2015 Laurent Gomila (laurent@sfml-dev.org)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
//    you must not claim that you wrote the original software.
//    If you use this software in a product, an acknowledgment
//    in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
//    and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////

#ifndef SFML_SOUNDSOURCE_HPP
#define SFML_SOUNDSOURCE_HPP

////////////////////////////////////////////////////////////
// Headers
////////////////////////////////////////////////////////////
#include <SFML/Audio/Export.hpp>
#include <SFML/Audio/AlResource.hpp>
#include <SFML/System/Vector3.hpp>


namespace sf
{
////////////////////////////////////////////////////////////
/// \brief Base class defining a sound's properties
///
////////////////////////////////////////////////////////////
class SFML_AUDIO_API SoundSource : AlResource
{
public:

    ////////////////////////////////////////////////////////////
    /// \brief Enumeration of the sound source states
    ///
    ////////////////////////////////////////////////////////////
    enum Status
    {
        Stopped, ///< Sound is not playing
        Paused,  ///< Sound is paused
        Playing  ///< Sound is playing
    };

    ////////////////////////////////////////////////////////////
    /// \brief Copy constructor
    ///
    /// \param copy Instance to copy
    ///
    ////////////////////////////////////////////////////////////
    SoundSource(const SoundSource& copy);

    ////////////////////////////////////////////////////////////
    /// \brief Destructor
    ///
    ////////////////////////////////////////////////////////////
    virtual ~SoundSource();

    ////////////////////////////////////////////////////////////
    /// \brief Set the pitch of the sound
    ///
    /// The pitch represents the perceived fundamental frequency
    /// of a sound; thus you can make a sound more acute or grave
    /// by changing its pitch. A side effect of changing the pitch
    /// is to modify the playing speed of the sound as well.
    /// The default value for the pitch is 1.
    ///
    /// \param pitch New pitch to apply to the sound
    ///
    /// \see getPitch
    ///
    ////////////////////////////////////////////////////////////
    void setPitch(float pitch);

    ////////////////////////////////////////////////////////////
    /// \brief Set the volume of the sound
    ///
    /// The volume is a value between 0 (mute) and 100 (full volume).
    /// The default value for the volume is 100.
    ///
    /// \param volume Volume of the sound
    ///
    /// \see getVolume
    ///
    ////////////////////////////////////////////////////////////
    void setVolume(float volume);

    ////////////////////////////////////////////////////////////
    /// \brief Set the 3D position of the sound in the audio scene
    ///
    /// Only sounds with one channel (mono sounds) can be
    /// spatialized.
    /// The default position of a sound is (0, 0, 0).
    ///
    /// \param x X coordinate of the position of the sound in the scene
    /// \param y Y coordinate of the position of the sound in the scene
    /// \param z Z coordinate of the position of the sound in the scene
    ///
    /// \see getPosition
    ///
    ////////////////////////////////////////////////////////////
    void setPosition(float x, float y, float z);

    ////////////////////////////////////////////////////////////
    /// \brief Set the 3D position of the sound in the audio scene
    ///
    /// Only sounds with one channel (mono sounds) can be
    /// spatialized.
    /// The default position of a sound is (0, 0, 0).
    ///
    /// \param position Position of the sound in the scene
    ///
    /// \see getPosition
    ///
    ////////////////////////////////////////////////////////////
    void setPosition(const Vector3f& position);

    ////////////////////////////////////////////////////////////
    /// \brief Make the sound's position relative to the listener or absolute
    ///
    /// Making a sound relative to the listener will ensure that it will always
    /// be played the same way regardless of the position of the listener.
    /// This can be useful for non-spatialized sounds, sounds that are
    /// produced by the listener, or sounds attached to it.
    /// The default value is false (position is absolute).
    ///
    /// \param relative True to set the position relative, false to set it absolute
    ///
    /// \see isRelativeToListener
    ///
    ////////////////////////////////////////////////////////////
    void setRelativeToListener(bool relative);

    ////////////////////////////////////////////////////////////
    /// \brief Set the minimum distance of the sound
    ///
    /// The "minimum distance" of a sound is the maximum
    /// distance at which it is heard at its maximum volume. Further
    /// than the minimum distance, it will start to fade out according
    /// to its attenuation factor. A value of 0 ("inside the head
    /// of the listener") is an invalid value and is forbidden.
    /// The default value of the minimum distance is 1.
    ///
    /// \param distance New minimum distance of the sound
    ///
    /// \see getMinDistance, setAttenuation
    ///
    ////////////////////////////////////////////////////////////
    void setMinDistance(float distance);

    ////////////////////////////////////////////////////////////
    /// \brief Set the attenuation factor of the sound
    ///
    /// The attenuation is a multiplicative factor which makes
    /// the sound more or less loud according to its distance
    /// from the listener. An attenuation of 0 will produce a
    /// non-attenuated sound, i.e. its volume will always be the same
    /// whether it is heard from near or from far. On the other hand,
    /// an attenuation value such as 100 will make the sound fade out
    /// very quickly as it gets further from the listener.
    /// The default value of the attenuation is 1.
    ///
    /// \param attenuation New attenuation factor of the sound
    ///
    /// \see getAttenuation, setMinDistance
    ///
    ////////////////////////////////////////////////////////////
    void setAttenuation(float attenuation);

    ////////////////////////////////////////////////////////////
    /// \brief Get the pitch of the sound
    ///
    /// \return Pitch of the sound
    ///
    /// \see setPitch
    ///
    ////////////////////////////////////////////////////////////
    float getPitch() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the volume of the sound
    ///
    /// \return Volume of the sound, in the range [0, 100]
    ///
    /// \see setVolume
    ///
    ////////////////////////////////////////////////////////////
    float getVolume() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the 3D position of the sound in the audio scene
    ///
    /// \return Position of the sound
    ///
    /// \see setPosition
    ///
    ////////////////////////////////////////////////////////////
    Vector3f getPosition() const;

    ////////////////////////////////////////////////////////////
    /// \brief Tell whether the sound's position is relative to the
    ///        listener or is absolute
    ///
    /// \return True if the position is relative, false if it's absolute
    ///
    /// \see setRelativeToListener
    ///
    ////////////////////////////////////////////////////////////
    bool isRelativeToListener() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the minimum distance of the sound
    ///
    /// \return Minimum distance of the sound
    ///
    /// \see setMinDistance, getAttenuation
    ///
    ////////////////////////////////////////////////////////////
    float getMinDistance() const;

    ////////////////////////////////////////////////////////////
    /// \brief Get the attenuation factor of the sound
    ///
    /// \return Attenuation factor of the sound
    ///
    /// \see setAttenuation, getMinDistance
    ///
    ////////////////////////////////////////////////////////////
    float getAttenuation() const;

protected:

    ////////////////////////////////////////////////////////////
    /// \brief Default constructor
    ///
    /// This constructor is meant to be called by derived classes only.
    ///
    ////////////////////////////////////////////////////////////
    SoundSource();

    ////////////////////////////////////////////////////////////
    /// \brief Get the current status of the sound (stopped, paused, playing)
    ///
    /// \return Current status of the sound
    ///
    ////////////////////////////////////////////////////////////
    Status getStatus() const;

    ////////////////////////////////////////////////////////////
    // Member data
    ////////////////////////////////////////////////////////////
    unsigned int m_source; ///< OpenAL source identifier
};

} // namespace sf


#endif // SFML_SOUNDSOURCE_HPP


////////////////////////////////////////////////////////////
/// \class sf::SoundSource
/// \ingroup audio
///
/// sf::SoundSource is not meant to be used directly, it
/// only serves as a common base for all audio objects
/// that can live in the audio environment.
///
/// It defines several properties for the sound: pitch,
/// volume, position, attenuation, etc. All of them can be
/// changed at any time with no impact on performances.
///
/// \see sf::Sound, sf::SoundStream
///
////////////////////////////////////////////////////////////
