//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Client-server neutral sound interface
//
// $NoKeywords: $
//=============================================================================//

#ifndef IENGINESOUND_H
#define IENGINESOUND_H

#ifdef _WIN32
#pragma once
#endif


#include "basetypes.h"
#include "interface.h"
#include "soundflags.h"
#include "irecipientfilter.h"
#include "utlvector.h"

//-----------------------------------------------------------------------------
// forward declaration
//-----------------------------------------------------------------------------
class Vector;

// Handy defines for EmitSound
#define SOUND_FROM_LOCAL_PLAYER		-1
#define SOUND_FROM_WORLD			0



// These are used to feed a soundlevel to the sound system and have it use
// goldsrc-type attenuation. We should use this as little as possible and 
// phase it out as soon as possible.

// Take a regular sndlevel and convert it to compatibility mode.
#define SNDLEVEL_TO_COMPATIBILITY_MODE( x )		((soundlevel_t)(int)( (x) + 256 ))

// Take a compatibility-mode sndlevel and get the REAL sndlevel out of it.
#define SNDLEVEL_FROM_COMPATIBILITY_MODE( x )	((soundlevel_t)(int)( (x) - 256 ))

// Tells if the given sndlevel is marked as compatibility mode.
#define SNDLEVEL_IS_COMPATIBILITY_MODE( x )		( (x) >= 256 )


	
//-----------------------------------------------------------------------------
// Client-server neutral effects interface
//-----------------------------------------------------------------------------
#define IENGINESOUND_CLIENT_INTERFACE_VERSION	"IEngineSoundClient003"
#define IENGINESOUND_SERVER_INTERFACE_VERSION	"IEngineSoundServer003"


class IEngineSound
{
public:
	// Precache a particular sample
	virtual bool PrecacheSound( const char *pSample, bool preload = false ) = 0;
	virtual bool IsSoundPrecached( const char *pSample ) = 0;
	virtual void PrefetchSound( const char *pSample ) = 0;

	// Just loads the file header and checks for duration (not hooked up for .mp3's yet)
	// Is accessible to server and client though
	virtual float GetSoundDuration( const char *pSample ) = 0;  

	// Pitch of 100 is no pitch shift.  Pitch > 100 up to 255 is a higher pitch, pitch < 100
	// down to 1 is a lower pitch.   150 to 70 is the realistic range.
	// EmitSound with pitch != 100 should be used sparingly, as it's not quite as
	// fast (the pitchshift mixer is not native coded).

	// NOTE: setting iEntIndex to -1 will cause the sound to be emitted from the local
	// player (client-side only)
	virtual void EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSample, 
		float flVolume, float flAttenuation, int iFlags = 0, int iPitch = PITCH_NORM, 
		const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;

	virtual void EmitSound( IRecipientFilter& filter, int iEntIndex, int iChannel, const char *pSample, 
		float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM, 
		const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;

	virtual void EmitSentenceByIndex( IRecipientFilter& filter, int iEntIndex, int iChannel, int iSentenceIndex, 
		float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM,
		const Vector *pOrigin = NULL, const Vector *pDirection = NULL, CUtlVector< Vector >* pUtlVecOrigins = NULL, bool bUpdatePositions = true, float soundtime = 0.0f, int speakerentity = -1 ) = 0;

	virtual void StopSound( int iEntIndex, int iChannel, const char *pSample ) = 0;

	// stop all active sounds (client only)
	virtual void StopAllSounds(bool bClearBuffers) = 0;

	// Set the room type for a player (client only)
	virtual void SetRoomType( IRecipientFilter& filter, int roomType ) = 0;

	// Set the dsp preset for a player (client only)
	virtual void SetPlayerDSP( IRecipientFilter& filter, int dspType, bool fastReset ) = 0;
	
	// emit an "ambient" sound that isn't spatialized
	// only available on the client, assert on server
	virtual void EmitAmbientSound( const char *pSample, float flVolume, int iPitch = PITCH_NORM, int flags = 0, float soundtime = 0.0f ) = 0;


//	virtual EntChannel_t	CreateEntChannel() = 0;

	virtual float GetDistGainFromSoundLevel( soundlevel_t soundlevel, float dist ) = 0;
};


#endif // IENGINESOUND_H
