#include "AudioPlayer.h"
#include "SDL.h"
#include "SDL_audio.h"
#include <stdlib.h>
#include <malloc.h>
#include <string.h>
#define NUM_SOUNDS 10
static SDL_AudioSpec fmt;
static bool initiated = false;

AudioPlayer::AudioPlayer(void)
{
	
}

AudioPlayer::~AudioPlayer(void)
{
	SDL_CloseAudio();
}

void AudioPlayer::init()
{
	initiated = true;
	extern void mixaudio(void *unused, Uint8 *stream, int len);
	fmt.freq = 22050;
    fmt.format = AUDIO_S16;
    fmt.channels = 2;
    fmt.samples = 1024;        /* A good value for games */
    fmt.callback = mixaudio;
    fmt.userdata = NULL;

    /* Open the audio device and start playing sound! */
    if ( SDL_OpenAudio(&fmt, NULL) < 0 ) {
        fprintf(stderr, "Unable to open audio: %s\n", SDL_GetError());
    }
    SDL_PauseAudio(0);
}

static struct sample {
    Uint8 *data;
    Uint32 dpos;
    Uint32 dlen;
} sounds[NUM_SOUNDS];

void mixaudio(void *unused, Uint8 *stream, int len)
{
    int i;
    Uint32 amount;

    for ( i=0; i<NUM_SOUNDS; ++i ) {
        amount = (sounds[i].dlen-sounds[i].dpos);
        if ( amount > (Uint32)len ) {
            amount = len;
        }
        SDL_MixAudio(stream, &sounds[i].data[sounds[i].dpos], amount, SDL_MIX_MAXVOLUME);
        sounds[i].dpos += amount;
    }
}

void AudioPlayer::playSound(std::string fileString)
{

	if(initiated)
	{
		char *file = new char[fileString.length() + 1];
		strcpy(file, fileString.c_str());
		

		int index;
		SDL_AudioSpec wave;
		Uint8 *data;
		Uint32 dlen;
		SDL_AudioCVT cvt;

		/* Look for an empty (or finished) sound slot */
		for ( index=0; index<NUM_SOUNDS; ++index ) {
			if ( sounds[index].dpos == sounds[index].dlen ) {
				break;
			}
		}
		if ( index == NUM_SOUNDS )
			return;

		/* Load the sound file and convert it to 16-bit stereo at 22kHz */
		if ( SDL_LoadWAV(file, &wave, &data, &dlen) == NULL ) {
			fprintf(stderr, "Couldn't load %s: %s\n", file, SDL_GetError());
			return;
		}
		SDL_BuildAudioCVT(&cvt, wave.format, wave.channels, wave.freq,
								AUDIO_S16,   2,             fmt.freq);
		cvt.buf = (Uint8*)malloc(dlen*cvt.len_mult);
		memcpy(cvt.buf, data, dlen);
		cvt.len = dlen;
		SDL_ConvertAudio(&cvt);
		SDL_FreeWAV(data);

		/* Put the sound data in the slot (it starts playing immediately) */
		if ( sounds[index].data ) {
			free(sounds[index].data);
		}
		SDL_LockAudio();
		sounds[index].data = cvt.buf;
		sounds[index].dlen = cvt.len_cvt;
		sounds[index].dpos = 0;
		SDL_UnlockAudio();
		delete [] file;
	}
	else
	{
		OutputDebugString("Audio player not initialized, sound will not play\r\n");
	}
}
