////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2009
//
//    This file is part of Scorched3D.
//
//    Scorched3D 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; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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 for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#if !defined(__INCLUDE_SoundSourceh_INCLUDE__)
#define __INCLUDE_SoundSourceh_INCLUDE__

#include <common/Vector.h>

class Sound;
class SoundBuffer;
class SoundBufferSourceInstance;
class SoundSource
{
public:
	virtual ~SoundSource();

	void play(SoundBuffer *buffer, bool repeat = false);
	void simulate(bool repeat = false);
	void stop();

	bool getPlaying();

	void setRelative(bool relative);
	void setPosition(Vector &position);
	void setVelocity(Vector &velocity);
	void setReferenceDistance(float refDist);
	void setRolloff(float rolloff);
	void setGain(float gain);

protected:
	friend class Sound;
	unsigned int source_;
	SoundBufferSourceInstance *buffer_;

	SoundSource();

	bool create();
	void destroy();
};

#endif // __INCLUDE_SoundSourceh_INCLUDE__
