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 * Copyright (C) 2010, Google Inc. All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions
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 *    documentation and/or other materials provided with the distribution.
 *
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 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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#ifndef PannerNode_h
#define PannerNode_h

#include "AudioBus.h"
#include "AudioListener.h"
#include "AudioNode.h"
#include "AudioParam.h"
#include "Cone.h"
#include "Distance.h"
#include "FloatPoint3D.h"
#include "HRTFDatabaseLoader.h"
#include "Panner.h"
#include <memory>
#include <wtf/HashSet.h>
#include <wtf/Lock.h>

namespace WebCore {

// PannerNode is an AudioNode with one input and one output.
// It positions a sound in 3D space, with the exact effect dependent on the panning model.
// It has a position and an orientation in 3D space which is relative to the position and orientation of the context's AudioListener.
// A distance effect will attenuate the gain as the position moves away from the listener.
// A cone effect will attenuate the gain as the orientation moves away from the listener.
// All of these effects follow the OpenAL specification very closely.

class PannerNode : public AudioNode {
public:
    static Ref<PannerNode> create(AudioContext& context, float sampleRate)
    {
        return adoptRef(*new PannerNode(context, sampleRate));
    }

    virtual ~PannerNode();

    // AudioNode
    void process(size_t framesToProcess) override;
    void pullInputs(size_t framesToProcess) override;
    void reset() override;
    void initialize() override;
    void uninitialize() override;

    // Listener
    AudioListener* listener();

    // Panning model
    PanningModelType panningModel() const { return m_panningModel; }
    void setPanningModel(PanningModelType);

    // Position
    FloatPoint3D position() const { return m_position; }
    void setPosition(float x, float y, float z) { m_position = FloatPoint3D(x, y, z); }

    // Orientation
    FloatPoint3D orientation() const { return m_position; }
    void setOrientation(float x, float y, float z) { m_orientation = FloatPoint3D(x, y, z); }

    // Velocity
    FloatPoint3D velocity() const { return m_velocity; }
    void setVelocity(float x, float y, float z) { m_velocity = FloatPoint3D(x, y, z); }

    // Distance parameters
    DistanceModelType distanceModel() const;
    void setDistanceModel(DistanceModelType);

    double refDistance() { return m_distanceEffect.refDistance(); }
    void setRefDistance(double refDistance) { m_distanceEffect.setRefDistance(refDistance); }

    double maxDistance() { return m_distanceEffect.maxDistance(); }
    void setMaxDistance(double maxDistance) { m_distanceEffect.setMaxDistance(maxDistance); }

    double rolloffFactor() { return m_distanceEffect.rolloffFactor(); }
    void setRolloffFactor(double rolloffFactor) { m_distanceEffect.setRolloffFactor(rolloffFactor); }

    // Sound cones - angles in degrees
    double coneInnerAngle() const { return m_coneEffect.innerAngle(); }
    void setConeInnerAngle(double angle) { m_coneEffect.setInnerAngle(angle); }

    double coneOuterAngle() const { return m_coneEffect.outerAngle(); }
    void setConeOuterAngle(double angle) { m_coneEffect.setOuterAngle(angle); }

    double coneOuterGain() const { return m_coneEffect.outerGain(); }
    void setConeOuterGain(double angle) { m_coneEffect.setOuterGain(angle); }

    void getAzimuthElevation(double* outAzimuth, double* outElevation);
    float dopplerRate();

    // Accessors for dynamically calculated gain values.
    AudioParam* distanceGain() { return m_distanceGain.get(); }
    AudioParam* coneGain() { return m_coneGain.get(); }

    double tailTime() const override { return m_panner ? m_panner->tailTime() : 0; }
    double latencyTime() const override { return m_panner ? m_panner->latencyTime() : 0; }

private:
    PannerNode(AudioContext&, float sampleRate);

    // Returns the combined distance and cone gain attenuation.
    float distanceConeGain();

    // Notifies any AudioBufferSourceNodes connected to us either directly or indirectly about our existence.
    // This is in order to handle the pitch change necessary for the doppler shift.
    void notifyAudioSourcesConnectedToNode(AudioNode*, HashSet<AudioNode*>& visitedNodes);

    std::unique_ptr<Panner> m_panner;
    PanningModelType m_panningModel;

    FloatPoint3D m_position;
    FloatPoint3D m_orientation;
    FloatPoint3D m_velocity;

    // Gain
    RefPtr<AudioParam> m_distanceGain;
    RefPtr<AudioParam> m_coneGain;
    DistanceEffect m_distanceEffect;
    ConeEffect m_coneEffect;
    float m_lastGain;

    // HRTF Database loader
    RefPtr<HRTFDatabaseLoader> m_hrtfDatabaseLoader;

    unsigned m_connectionCount;

    // Synchronize process() and setPanningModel() which can change the panner.
    mutable Lock m_pannerMutex;
};

} // namespace WebCore

#endif // PannerNode_h
