/* bzflag
 * Copyright (c) 1993-2017 Tim Riker
 *
 * This package is free software;  you can redistribute it and/or
 * modify it under the terms of the license found in the file
 * named COPYING that should have accompanied this file.
 *
 * THIS PACKAGE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
 * IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
 */

/*
 * Sound effect stuff
 */

#ifndef BZF_SOUND_H
#define BZF_SOUND_H

#include "common.h"

#include <string>

#define SFX_FIRE	0		/* shell fired */
#define SFX_EXPLOSION	1		/* something other than me blew up */
#define SFX_RICOCHET	2		/* shot bounced off building */
#define SFX_GRAB_FLAG	3		/* grabbed a good flag */
#define SFX_DROP_FLAG	4		/* dropped a flag */
#define SFX_CAPTURE	5		/* my team captured enemy flag */
#define SFX_LOSE	6		/* my flag captured */
#define SFX_ALERT	7		/* my team flag grabbed by enemy */
#define SFX_JUMP	8		/* jumping sound */
#define SFX_LAND	9		/* landing sound */
#define SFX_TELEPORT	10		/* teleporting sound */
#define SFX_LASER	11		/* laser fired sound */
#define SFX_SHOCK	12		/* shockwave fired sound */
#define SFX_POP		13		/* tank appeared sound */
#define SFX_DIE		14		/* my tank exploded */
#define SFX_GRAB_BAD	15		/* grabbed a bad flag */
#define SFX_SHOT_BOOM	16		/* shot exploded */
#define SFX_KILL_TEAM	17		/* shot a teammate */
#define SFX_PHANTOM	18		/* Went into Phantom zone */
#define SFX_MISSILE	19		/* guided missile fired */
#define SFX_LOCK	20		/* missile locked on me */
#define SFX_TEAMGRAB	21		/* grabbed an opponents team flag */
#define	SFX_HUNT	22		/* hunting sound */
#define SFX_HUNT_SELECT	23		/* hunt target selected */
#define SFX_RUNOVER     24	      /* steamroller sound */
#define SFX_THIEF       25		/* thief sound */
#define SFX_BURROW	26		/* burrow sound */
#define SFX_MESSAGE_PRIVATE	27	/* private message received */
#define SFX_MESSAGE_TEAM	28	/* team message received */
#define SFX_MESSAGE_ADMIN	29	/* admin message received */
#define SFX_FLAP	30		/* wings flapping sound  */
#define SFX_BOUNCE	31		/* bouncing sound */

/* prepare sound effects generator and shut it down */
void			openSound(const char* pname);
void			closeSound(void);
bool			isSoundOpen();

/* reposition sound receiver (no Doppler) or move it (w/Doppler effect) */
void			moveSoundReceiver(float x, float y, float z, float t,
							int discontinuity);
void			speedSoundReceiver(float vx, float vy, float vz);

/* sound effect event at given position in world, or possible locally */
void			playSound(int soundCode, const float pos[3],
				  bool important, bool localSound);

/* sound effect event at given position in world */
void			playWorldSound(int soundCode, const float pos[3],
				       bool important = false);

/* sound effect positioned at receiver */
void			playLocalSound(int soundCode);
void			playLocalSound(std::string sound);

/* start playing a sound effect repeatedly at world position */
void			playFixedSound(int soundCode,
					float x, float y, float z);

/* change volume;  0 is mute, else 1-10 (min-max) */
void			setSoundVolume(int newLevel);

/* get current volume */
int			getSoundVolume();

/* update sound stuff (only does something when running sound in same process */
void			updateSound();

#endif // BZF_SOUND_H

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