#include "global.h"
#include "RageSoundReader_Chain.h"
#include "RageSoundReader_FileReader.h"
#include "RageSoundReader_Resample_Good.h"
#include "RageSoundReader_Preload.h"
#include "RageSoundReader_Pan.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "RageSoundMixBuffer.h"
#include "RageSoundUtil.h"
#include "Foreach.h"

/*
 * Keyed sounds should pass this object to SoundReader_Preload, to preprocess it.
 * Streaming more than two or three sounds is too expensive (keyed games can play
 * two dozen), and reading from disk is too latent.
 *
 * This can also be used for chained background music, which should always stream,
 * so we don't do the preloading in here.
 */
RageSoundReader_Chain::RageSoundReader_Chain()
{
	m_iPreferredSampleRate = 44100;
	m_iActualSampleRate = -1;
	m_iChannels = 0;
	m_iCurrentFrame = 0;
	m_iNextSound = 0;
}

RageSoundReader_Chain::~RageSoundReader_Chain()
{
	/* Clear m_apActiveSounds. */
	while( !m_apActiveSounds.empty() )
		ReleaseSound( m_apActiveSounds.front() );

	FOREACH( RageSoundReader *, m_apLoadedSounds, it )
		delete *it;
}

RageSoundReader_Chain *RageSoundReader_Chain::Copy() const
{
	// XXX
	FAIL_M("unimplemented");
}

/* The same sound may be used several times, and by several different chains.  Avoid
 * loading the same sound multiple times.  We need to make a Copy() if we need to
 * read it more than once at a time. */
void RageSoundReader_Chain::AddSound( int iIndex, float fOffsetSecs, float fPan )
{
	if( iIndex == -1 )
		return;

	Sound s;
	s.iIndex = iIndex;
	s.iOffsetMS = lrintf( fOffsetSecs * 1000 );
	s.fPan = fPan;
	s.pSound = NULL;
	m_aSounds.push_back( s );
}

int RageSoundReader_Chain::LoadSound( RString sPath )
{
	sPath.MakeLower();

	map<RString, RageSoundReader *>::const_iterator it = m_apNamedSounds.find( sPath );
	if( it != m_apNamedSounds.end() )
	{
		const RageSoundReader *pReader = it->second;

		for( int i = 0; i < (int) m_apLoadedSounds.size(); ++i )
			if( m_apLoadedSounds[i] == pReader )
				return i;
		FAIL_M( sPath );
	}

	RString sError;
	bool bPrebuffer;
	RageSoundReader *pReader = RageSoundReader_FileReader::OpenFile( sPath, sError, &bPrebuffer );
	if( pReader == NULL )
	{
		LOG->Warn( "RageSoundReader_Chain: error opening sound \"%s\": %s",
			sPath.c_str(), sError.c_str() );
		return -1;
	}

	m_apNamedSounds[sPath] = pReader;
	
	m_apLoadedSounds.push_back( m_apNamedSounds[sPath] );
	return m_apLoadedSounds.size()-1;
}

int RageSoundReader_Chain::LoadSound( RageSoundReader *pSound )
{
	m_apLoadedSounds.push_back( pSound );
	return m_apLoadedSounds.size()-1;
}

/* If every sound has the same sample rate, return it.  Otherwise, return -1. */
int RageSoundReader_Chain::GetSampleRateInternal() const
{
	if( m_apLoadedSounds.empty() )
		return m_iPreferredSampleRate;

	int iRate = -1;
	FOREACH_CONST( RageSoundReader *, m_apLoadedSounds, it )
	{
		if( iRate == -1 )
			iRate = (*it)->GetSampleRate();
		else if( iRate != (*it)->GetSampleRate() )
			return -1;
	}
	return iRate;
}

void RageSoundReader_Chain::Finish()
{
	/* Figure out how many channels we have.  All sounds must either have 1 or 2 channels,
	 * which will be converted as needed, or have the same number of channels. */
	m_iChannels = 1;
	FOREACH( RageSoundReader *, m_apLoadedSounds, it )
		m_iChannels = max( m_iChannels, (*it)->GetNumChannels() );

	if( m_iChannels > 2 )
	{
		FOREACH( RageSoundReader *, m_apLoadedSounds, it )
		{
			if( (*it)->GetNumChannels() != m_iChannels )
			{
				LOG->Warn( "Discarded sound with %i channels, not %i",
					(*it)->GetNumChannels(), m_iChannels );
				delete (*it);
				(*it) = NULL;
			}
		}
	}

	/* Remove any sounds that don't have corresponding RageSoundReaders. */
	for( unsigned i = 0; i < m_aSounds.size(); )
	{
		Sound &sound = m_aSounds[i];

		if( m_apLoadedSounds[sound.iIndex] == NULL )
		{
			m_aSounds.erase( m_aSounds.begin()+i );
			continue;
		}

		++i;
	}

	/*
	 * We might get different sample rates from our sources.  If they're all the same
	 * sample rate, just leave it alone, so the whole sound can be resampled as a group.
	 * If not, resample eveything to the preferred rate.  (Using the preferred rate
	 * should avoid redundant resampling later.)
	 */
	m_iActualSampleRate = GetSampleRateInternal();
	if( m_iActualSampleRate == -1 )
	{
		FOREACH( RageSoundReader *, m_apLoadedSounds, it )
		{
			RageSoundReader *&pSound = (*it);

			RageSoundReader_Resample_Good *pResample = new RageSoundReader_Resample_Good( pSound, m_iPreferredSampleRate );
			pSound = pResample;
		}

		m_iActualSampleRate = m_iPreferredSampleRate;
	}

	/* Attempt to preload all sounds. */
	FOREACH( RageSoundReader *, m_apLoadedSounds, it )
	{
		RageSoundReader *&pSound = (*it);
		RageSoundReader_Preload::PreloadSound( pSound );
	}

	/* Sort the sounds by start time. */
	sort( m_aSounds.begin(), m_aSounds.end() );
}

int RageSoundReader_Chain::SetPosition( int iFrame )
{
	/* Clear m_apActiveSounds. */
	while( !m_apActiveSounds.empty() )
		ReleaseSound( m_apActiveSounds.front() );

	m_iCurrentFrame = iFrame;

	/* Run through all sounds in the chain, and activate all sounds which have data
	 * at iFrame. */
	for( m_iNextSound = 0; m_iNextSound < m_aSounds.size(); ++m_iNextSound )
	{
		Sound *pSound = &m_aSounds[m_iNextSound];
		int iOffsetFrame = pSound->GetOffsetFrame( GetSampleRate() );

		/* If this sound is in the future, skip it. */
		if( iOffsetFrame > iFrame )
			break;

		/* Find the RageSoundReader. */
		ActivateSound( pSound );
		RageSoundReader *pReader = pSound->pSound;

		int iOffsetFrames = iFrame - iOffsetFrame;
		if( pReader->SetPosition(iOffsetFrames) == 0 )
		{
			/* We're past the end of this sound. */
			ReleaseSound( pSound );
			continue;
		}
	}

	/* If no sounds were started, and we have no sounds ahead of us, we've seeked
	 * past EOF. */
	if( m_apActiveSounds.empty() && m_iNextSound == m_aSounds.size() )
		return 0;

	return 1;
}

void RageSoundReader_Chain::ActivateSound( Sound *s )
{
	RageSoundReader *pSound = m_apLoadedSounds[s->iIndex];
	s->pSound = pSound->Copy();

	/* Add a balance filter.  If this source has the same number of channels
	 * as this sound, and does not need to be panned, we can omit this. */
	if( s->fPan != 0.0f || s->pSound->GetNumChannels() != this->GetNumChannels() )
	{
		s->pSound = new RageSoundReader_Pan( s->pSound );
		s->pSound->SetProperty( "Pan", s->fPan );
	}

	m_apActiveSounds.push_back( s );
}

void RageSoundReader_Chain::ReleaseSound( Sound *s )
{
	vector<Sound *>::iterator it = find( m_apActiveSounds.begin(), m_apActiveSounds.end(), s );
	ASSERT( it != m_apActiveSounds.end() );
	RageSoundReader *&pSound = s->pSound;

	delete pSound;
	pSound = NULL;

	m_apActiveSounds.erase( it );
}

bool RageSoundReader_Chain::SetProperty( const RString &sProperty, float fValue )
{
	bool bRet = false;
	for( unsigned i = 0; i < m_apActiveSounds.size(); ++i )
	{
		if( m_apActiveSounds[i]->pSound->SetProperty(sProperty, fValue) )
			bRet = true;
	}
	return bRet;
}

int RageSoundReader_Chain::GetNextSourceFrame() const
{
	return m_iCurrentFrame;
/*	if( m_apActiveSounds.empty() )
		return m_iCurrentFrame;

	int iPosition = m_apActiveSounds[0]->pSound->GetNextSourceFrame();
	iPosition += m_apActiveSounds[0]->GetOffsetFrame( GetSampleRate() );

	for( unsigned i = 1; i < m_apActiveSounds.size(); ++i )
	{
		int iThisPosition = m_apActiveSounds[i]->pSound->GetNextSourceFrame();
		iThisPosition += m_apActiveSounds[i]->GetOffsetFrame( GetSampleRate() );
		if( iThisPosition != iPosition )
			LOG->Warn( "RageSoundReader_Chain: sound positions moving at different rates" );
	}

	return iPosition;
*/
}

float RageSoundReader_Chain::GetStreamToSourceRatio() const
{
	if( m_apActiveSounds.empty() )
		return 1.0f;

	float iRate = m_apActiveSounds[0]->pSound->GetStreamToSourceRatio();
	for( unsigned i = 1; i < m_apActiveSounds.size(); ++i )
	{
		if( m_apActiveSounds[i]->pSound->GetStreamToSourceRatio() != iRate )
			LOG->Warn( "RageSoundReader_Chain: sound rates changing differently" );
	}

	return iRate;
}

/* As we iterate through the sound tree, we'll find that we need data from different
 * sounds; a sound may be needed by more than one other sound. */
int RageSoundReader_Chain::Read( float *pBuffer, int iFrames )
{
	while( m_iNextSound < m_aSounds.size() && m_iCurrentFrame == m_aSounds[m_iNextSound].GetOffsetFrame(m_iActualSampleRate) )
	{
		Sound *pSound = &m_aSounds[m_iNextSound];
		ActivateSound( pSound );
		++m_iNextSound;
	}

	if( m_iNextSound == m_aSounds.size() && m_apActiveSounds.empty() )
		return END_OF_FILE;

	/* Clamp iFrames to the beginning of the next sound we need to start. */
	if( m_iNextSound < m_aSounds.size() )
	{
		int iOffsetFrame = m_aSounds[m_iNextSound].GetOffsetFrame( m_iActualSampleRate );
		ASSERT_M( iOffsetFrame >= m_iCurrentFrame, ssprintf("%i %i", iOffsetFrame, m_iCurrentFrame) );
		int iFramesToRead = iOffsetFrame - m_iCurrentFrame;
		iFrames = min( iFramesToRead, iFrames );
	}

	if( m_apActiveSounds.size() == 1 &&
		m_apActiveSounds.front()->pSound->GetNumChannels() == m_iChannels &&
		m_apActiveSounds.front()->pSound->GetSampleRate() == m_iActualSampleRate )
	{
		/* We have only one source, and it matches our target.  Don't mix; read
		 * directly from the source into the destination.  This is to optimize
		 * the common case of having one BGM track and no autoplay sounds. */
		iFrames = m_apActiveSounds.front()->pSound->Read( pBuffer, iFrames );
		if( iFrames < 0 )
			ReleaseSound( m_apActiveSounds.front() );
		if( iFrames > 0 )
			m_iCurrentFrame += iFrames;
		return iFrames;
	}

	if( m_apActiveSounds.empty() )
	{
		/* If we have more sounds ahead of us, pretend we read the entire block, since
		 * there's silence in between.  Otherwise, we're at EOF. */
		memset( pBuffer, 0, iFrames * m_iChannels * sizeof(float) );
		m_iCurrentFrame += iFrames;
		return iFrames;
	}

	RageSoundMixBuffer mix;
	/* Read iFrames from each sound. */
	float Buffer[2048];
	iFrames = min( iFrames, (int) (ARRAYLEN(Buffer) / m_iChannels) );
	for( unsigned i = 0; i < m_apActiveSounds.size(); )
	{
		RageSoundReader *pSound = m_apActiveSounds[i]->pSound;
		ASSERT( pSound->GetNumChannels() == m_iChannels ); // guaranteed by ActivateSound and Finish

		/* If we receive less than we were asked for, keep asking for more data.  Most
		 * filters would simply return what they have in this situation, but we want
		 * to deal transparently with separate sounds returning differently-sized partial
		 * blocks. */
		int iFramesRead = 0;
		while( iFramesRead < iFrames )
		{
			int iGotFrames = pSound->RetriedRead( Buffer, iFrames - iFramesRead );
			if( iGotFrames < 0 )
			{
				iFramesRead = iGotFrames;
				break;
			}

			mix.SetWriteOffset( iFramesRead * pSound->GetNumChannels() );
			mix.write( Buffer, iGotFrames * pSound->GetNumChannels() );
			iFramesRead += iGotFrames;
		}

		if( iFramesRead < 0 )
			ReleaseSound( m_apActiveSounds[i] );
		else
			++i;
	}

	/* Read mixed frames into the output buffer. */
	int iMaxFramesRead = mix.size() / m_iChannels;
	mix.read( pBuffer );
	m_iCurrentFrame += iMaxFramesRead;

	return iMaxFramesRead;
}

int RageSoundReader_Chain::GetLength() const
{
	int iLength = 0;
	for( unsigned i = 0; i < m_aSounds.size(); ++i )
	{
		const Sound &sound = m_aSounds[i];
		const RageSoundReader *pSound = m_apLoadedSounds[sound.iIndex];
		int iThisLength = pSound->GetLength();
		if( iThisLength )
			iLength = max( iLength, iThisLength + sound.iOffsetMS );
	}
	return iLength;
}

int RageSoundReader_Chain::GetLength_Fast() const
{
	int iLength = 0;
	for( unsigned i = 0; i < m_aSounds.size(); ++i )
	{
		const Sound &sound = m_aSounds[i];
		const RageSoundReader *pSound = m_apLoadedSounds[sound.iIndex];
		int iThisLength = pSound->GetLength_Fast();
		if( iThisLength )
			iLength = max( iLength, iThisLength + sound.iOffsetMS );
	}
	return iLength;
}


/*
 * Copyright (c) 2004-2006 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.
 */
