/*************************************************************************/
/*  audio_stream_generator.h                                             */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
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#ifndef AUDIO_STREAM_GENERATOR_H
#define AUDIO_STREAM_GENERATOR_H

#include "core/ring_buffer.h"
#include "servers/audio/audio_stream.h"

class AudioStreamGenerator : public AudioStream {
	GDCLASS(AudioStreamGenerator, AudioStream);

	float mix_rate;
	float buffer_len;

protected:
	static void _bind_methods();

public:
	void set_mix_rate(float p_mix_rate);
	float get_mix_rate() const;

	void set_buffer_length(float p_seconds);
	float get_buffer_length() const;

	virtual Ref<AudioStreamPlayback> instance_playback();
	virtual String get_stream_name() const;

	virtual float get_length() const;
	AudioStreamGenerator();
};

class AudioStreamGeneratorPlayback : public AudioStreamPlaybackResampled {
	GDCLASS(AudioStreamGeneratorPlayback, AudioStreamPlaybackResampled);
	friend class AudioStreamGenerator;
	RingBuffer<AudioFrame> buffer;
	int skips;
	bool active;
	float mixed;
	AudioStreamGenerator *generator;

protected:
	virtual void _mix_internal(AudioFrame *p_buffer, int p_frames);
	virtual float get_stream_sampling_rate();

	static void _bind_methods();

public:
	virtual void start(float p_from_pos = 0.0);
	virtual void stop();
	virtual bool is_playing() const;

	virtual int get_loop_count() const; //times it looped

	virtual float get_playback_position() const;
	virtual void seek(float p_time);

	bool push_frame(const Vector2 &p_frame);
	bool can_push_buffer(int p_frames) const;
	bool push_buffer(const PoolVector2Array &p_frames);
	int get_frames_available() const;
	int get_skips() const;

	void clear_buffer();

	AudioStreamGeneratorPlayback();
};
#endif // AUDIO_STREAM_GENERATOR_H
