#ifndef RAGE_SOUNDS_H
#define RAGE_SOUNDS_H

#include "PlayerNumber.h"

class TimingData;
class RageSound;
struct lua_State;
/** @brief High-level sound utilities. */
class GameSoundManager
{
public:
	GameSoundManager();
	~GameSoundManager();
	void Update( float fDeltaTime );

	struct PlayMusicParams
	{
		PlayMusicParams()
		{
			pTiming = NULL;
			bForceLoop = false;
			fStartSecond = 0;
			fLengthSeconds = -1;
			fFadeInLengthSeconds = 0;
			fFadeOutLengthSeconds = 0;
			bAlignBeat = true;
			bApplyMusicRate = false;
		}

		RString sFile;
		const TimingData *pTiming;
		bool bForceLoop;
		float fStartSecond;
		float fLengthSeconds;
		float fFadeInLengthSeconds;
		float fFadeOutLengthSeconds;
		bool bAlignBeat;
		bool bApplyMusicRate;
	};
	void PlayMusic( PlayMusicParams params, PlayMusicParams FallbackMusicParams = PlayMusicParams() );
	void PlayMusic( 
		RString sFile, 
		const TimingData *pTiming = NULL, 
		bool force_loop = false, 
		float start_sec = 0, 
		float length_sec = -1, 
		float fFadeInLengthSeconds = 0,
		float fade_len = 0, 
		bool align_beat = true );
	void StopMusic() { PlayMusic(""); }
	void DimMusic( float fVolume, float fDurationSeconds );
	RString GetMusicPath() const;
	void Flush();

	void PlayOnce( RString sPath );
	void PlayOnceFromDir( RString sDir );
	void PlayOnceFromAnnouncer( RString sFolderName );

	void HandleSongTimer( bool on=true );
	float GetFrameTimingAdjustment( float fDeltaTime );

	static float GetPlayerBalance( PlayerNumber pn );

	// Lua
	void PushSelf( lua_State *L );
};

extern GameSoundManager *SOUND;
#endif

/*
 * Copyright (c) 2003-2004 Glenn Maynard
 * All rights reserved.
 *
 * Permission is hereby granted, free of charge, to any person obtaining a
 * copy of this software and associated documentation files (the
 * "Software"), to deal in the Software without restriction, including
 * without limitation the rights to use, copy, modify, merge, publish,
 * distribute, and/or sell copies of the Software, and to permit persons to
 * whom the Software is furnished to do so, provided that the above
 * copyright notice(s) and this permission notice appear in all copies of
 * the Software and that both the above copyright notice(s) and this
 * permission notice appear in supporting documentation.
 *
 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
 * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
 * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
 * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
 * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
 * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
 * PERFORMANCE OF THIS SOFTWARE.
 */

