// Copyright (C) 2003 Dolphin Project.

// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.

// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License 2.0 for more details.

// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/

// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/

#include <string.h>

#include "AOSoundStream.h"
#include "Mixer.h"

#if defined(HAVE_AO) && HAVE_AO

void AOSound::SoundLoop()
{
	uint_32 numBytesToRender = 256;
    ao_initialize();
    default_driver = ao_default_driver_id();
    format.bits = 16;
    format.channels = 2;
    format.rate = m_mixer->GetSampleRate();
    format.byte_format = AO_FMT_LITTLE;
		
    device = ao_open_live(default_driver, &format, NULL /* no options */);
    if (!device)
	{
		PanicAlert("AudioCommon: Error opening AO device.\n");
		ao_shutdown();
		Stop();
		return;
    }   

    buf_size = format.bits/8 * format.channels * format.rate;

    while (!threadData)
	{
        m_mixer->Mix(realtimeBuffer, numBytesToRender >> 2);
	    soundCriticalSection.Enter();
		ao_play(device, (char*)realtimeBuffer, numBytesToRender);
        soundCriticalSection.Leave();

		soundSyncEvent.Wait();
	}
}

void *soundThread(void *args)
{
	((AOSound *)args)->SoundLoop();
	return NULL;
}

bool AOSound::Start()
{
    memset(realtimeBuffer, 0, sizeof(realtimeBuffer));

    soundSyncEvent.Init();
	
    thread = new Common::Thread(soundThread, (void *)this);
    return true;
}

void AOSound::Update()
{
    soundSyncEvent.Set();
}

void AOSound::Stop()
{
    threadData = 1;
    soundSyncEvent.Set();

    soundCriticalSection.Enter();
	delete thread;
	thread = NULL;

	ao_shutdown();
	ao_close(device);
	device = NULL;
	soundCriticalSection.Leave();

    soundSyncEvent.Shutdown();
}

AOSound::~AOSound()
{
}

#endif
