// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.

#ifndef _SOUNDSTREAM_H_
#define _SOUNDSTREAM_H_

#include "Common.h"
#include "Mixer.h"
#include "WaveFile.h"

class SoundStream
{
protected:

	CMixer *m_mixer;
	// We set this to shut down the sound thread.
	// 0=keep playing, 1=stop playing NOW.
	volatile int threadData;
	bool m_logAudio;
	WaveFileWriter g_wave_writer;
	bool m_muted;

public:
	SoundStream(CMixer *mixer) : m_mixer(mixer), threadData(0), m_logAudio(false), m_muted(false) {}
	virtual ~SoundStream() { delete m_mixer; }

	static  bool isValid() { return false; }
	virtual CMixer *GetMixer() const { return m_mixer; }
	virtual bool Start() { return false; }
	virtual void SetVolume(int) {}
	virtual void SoundLoop() {}
	virtual void Stop() {}
	virtual void Update() {}
	virtual void Clear(bool mute) { m_muted = mute; }
	bool IsMuted() const { return m_muted; }
	virtual void StartLogAudio(const char *filename) {
		if (! m_logAudio) {
			m_logAudio = true;
			g_wave_writer.Start(filename, m_mixer->GetSampleRate());
			g_wave_writer.SetSkipSilence(false);
			NOTICE_LOG(DSPHLE, "Starting Audio logging");
		} else {
			WARN_LOG(DSPHLE, "Audio logging already started");
		}
	}

	virtual void StopLogAudio() {
		if (m_logAudio) {
			m_logAudio = false;
			g_wave_writer.Stop();
			NOTICE_LOG(DSPHLE, "Stopping Audio logging");
		} else {
			WARN_LOG(DSPHLE, "Audio logging already stopped");
		}
	}
};

#endif // _SOUNDSTREAM_H_