/*
**  ClanLib SDK
**  Copyright (c) 1997-2011 The ClanLib Team
**
**  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.
**
**  Note: Some of the libraries ClanLib may link to may have additional
**  requirements or restrictions.
**
**  File Author(s):
**
**    Magnus Norddahl
*/

/// \addtogroup clanSound_Audio_Mixing clanSound Audio Mixing
/// \{

#pragma once

#include "api_sound.h"
#include "../Core/System/sharedptr.h"

class CL_SoundCard;
class CL_SoundFilter;
class CL_SoundBuffer;
class CL_SoundBuffer_Session_Impl;
class CL_SoundOutput;

/// \brief CL_SoundBuffer_Session provides control over a playing soundeffect.
///
///    <p>Whenever a soundbuffer is played, it returns a CL_SoundBuffer_Session
///    class, which can be used to control the sound (its volume, pitch,
///    pan, position). It can also be used to retrigger the sound
///    or to stop it.</p> 
/// \xmlonly !group=Sound/Audio Mixing! !header=sound.h! \endxmlonly
class CL_API_SOUND CL_SoundBuffer_Session
{
/// \name Construction
/// \{

public:
	/// \brief Creates a null instance
	CL_SoundBuffer_Session();

	virtual ~CL_SoundBuffer_Session();

/// \}
/// \name Attributes
/// \{

public:
	/// \brief Returns true if this object is invalid.
	bool is_null() const { return impl.is_null(); }

	/// \brief Throw an exception if this object is invalid.
	void throw_if_null() const;

	/// \brief Returns the current sample position of the playback.
	int get_position() const;

	/// \brief Returns the sample position relative to the full length.
	///
	/// The value returned will be between 0 and 1, where 0
	///    means the session is at the beginning, and 1
	///   means that the soundeffect has reached the end.
	float get_position_relative() const;

	/// \brief Returns the total length (in samples) of the sound buffer played.
	///
	/// Value returned will be -1 if the length is unknown (in
	///    case of non-static soundeffects like streamed sound)
	int get_length() const;

	/// \brief Returns the frequency of the session.
	int get_frequency() const;

	/// \brief Returns the linear relative volume of the soundeffect.
	///
	/// 0 means the soundeffect is muted, 1 means the soundeffect
	///    is playing at "max" volume.
	float get_volume() const;

	/// \brief Returns the current pan (in a measure from -1 -> 1).
	///
	/// -1 means the soundeffect is only playing in the left speaker,
	///   and 1 means the soundeffect is only playing in the right speaker.
	float get_pan() const;

	/// \brief Returns whether this session loops
	///
	/// \return true if session should loop, false otherwise
	bool get_looping() const;

	/// \brief Returns true if the session is playing
	bool is_playing();

/// \}
/// \name Operations
/// \{

public:
	/// \brief Sets the session position to 'new_pos'.
	///
	/// \param new_pos = The new position of the session.
	/// \return Returns true if operation completed succesfully.
	bool set_position(int new_pos);

	/// \brief Sets the relative position of the session.
	///
	/// Value must be between 0 and 1, where 0 sets the
	///    session to the beginning, and 1 sets it
	///    to the end of the sound buffer.
	///
	/// \param new_pos New relative position.
	/// \return Returns true if operation completed succesfully.
	bool set_position_relative(float new_pos);

	/// \brief Sets the end position within the current stream.
	///
	/// \param pos = End position.
	///
	/// \return True for success. False otherwise.
	bool set_end_position(int pos);

	/// \brief Sets the frequency of the session.
	///
	/// \param new_freq New frequency of session.
	void set_frequency(int new_freq);

	/// \brief Sets the volume of the session in a relative measure (0->1)
	///
	/// A value of 0 will effectively mute the sound (although it will
	///    still be sampled), and a value of 1 will set the volume to "max".
	///
	///    \param new_volume New volume of session.
	///    \return Returns true if the operation completed succesfully.
	void set_volume(float new_volume);

	/// \brief Sets the panning of the session played in measures from -1 -> 1
	///
	/// Setting the pan with a value of -1 will pan the session to the
	///    extreme left (left speaker only), 1 will pan the session to the
	///  extreme right (right speaker only).
	///
	///    \param new_pan New pan of the session played.
	///    \return Returns true if the operation completed sucecsfully.
	void set_pan(float new_pan);

	/// \brief Starts playback of the session.
	void play();

	/// \brief Stops playback of the session.
	void stop();

	/// \brief Determines whether this session should loop
	///
	/// \param loop true if session should loop, false otherwise
	void set_looping(bool loop);

	/// \brief Adds the sound filter to the session. See CL_SoundFilter for details.
	///
	/// \param filter Sound filter to pass sound through.
	void add_filter(CL_SoundFilter &filter);

	/// \brief Remove the sound filter from the session. See CL_SoundFilter for details.
	void remove_filter(CL_SoundFilter &filter);

/// \}
/// \name Implementation
/// \{

private:
	CL_SoundBuffer_Session(CL_SoundBuffer &soundbuffer, bool looping, CL_SoundOutput &output);
	CL_SharedPtr<CL_SoundBuffer_Session_Impl> impl;

	friend class CL_SoundBuffer;
	friend class CL_SoundOutput_Impl;
/// \}
};

/// \}
