/****************************************************************************
** $Id:  qt/qsound.cpp   3.0.4   edited Jan 29 15:05 $
**
** Implementation of QSound class and QAuServer internal class
**
** Created : 000117
**
** Copyright (C) 1999-2000 Trolltech AS.  All rights reserved.
**
** This file is part of the kernel module of the Qt GUI Toolkit.
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** as defined by Trolltech AS of Norway and appearing in the file
** LICENSE.QPL included in the packaging of this file.
**
** This file may be distributed and/or modified under the terms of the
** GNU General Public License version 2 as published by the Free Software
** Foundation and appearing in the file LICENSE.GPL included in the
** packaging of this file.
**
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** licenses may use this file in accordance with the Qt Commercial License
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**********************************************************************/

#include "qsound.h"

#ifndef QT_NO_SOUND

#include "qptrlist.h"

static QPtrList<QAuServer> *servers=0;

QAuServer::QAuServer(QObject* parent, const char* name) :
    QObject(parent,name)
{
    if ( !servers ) {
	servers = new QPtrList<QAuServer>;
	// ### add cleanup
    }
    servers->prepend(this);
}

QAuServer::~QAuServer()
{
    servers->remove(this);
    if ( servers->count() == 0 ) {
	delete servers;
	servers = 0;
    }
}

void QAuServer::play(const QString& filename)
{
    QSound s(filename);
    play(&s);
}

extern QAuServer* qt_new_audio_server();

static QAuServer& server()
{
    if (!servers) qt_new_audio_server();
    return *servers->first();
}

class QSoundData {
public:
    QSoundData(const QString& fname) :
	filename(fname), bucket(0), looprem(0), looptotal(1)
    {
    }

    ~QSoundData()
    {
	delete bucket;
    }

    QString filename;
    QAuBucket* bucket;
    int looprem;
    int looptotal;
};

/*!
  \class QSound qsound.h
  \brief The QSound class provides access to the platform audio facilities.

  \ingroup multimedia
  \mainclass

  Qt provides the most commonly required audio operation in
  GUI applications: playing a sound file asynchronously
  to the user. This is most simply accomplished with a single call:
  \code
    QSound::play("mysounds/bells.wav");
  \endcode

  A second API is provided in which a QSound object is created
  from a sound file and is later played:
  \code
    QSound bells("mysounds/bells.wav");

    bells.play();
  \endcode

  Sounds played by the second model may use more memory but play
  more immediately than sounds played using the first model, depending
  on the underlying platform audio facilities.

  On Microsoft Windows the underlying multimedia system is used; only WAVE
  format sound files are supported. 

  On X11 the <a href="ftp://ftp.x.org/contrib/audio/nas/">Network Audio
  System</a> is used if available, otherwise all operations work
  silently. NAS supports WAVE and AU files.

  On Macintosh, in an ironic turn of events we use QT (<a
  href="http://quicktime.apple.com">QuickTime</a>) for sound, this means
  all QuickTime formats are supported by Qt/Mac.

  On Qt/Embedded, a built-in mixing sound server is used, which accesses
  \c /dev/dsp directly. Only the WAVE format is supported.

  The availability of sound can be tested with QSound::isAvailable().
*/

/*!
    \fn static bool QSound::available()

    Returns TRUE if sound support is available; otherwise returns FALSE.
*/

/*!
  Plays the sound in a file called \a filename.
*/
void QSound::play(const QString& filename)
{
    server().play(filename);
}

/*!
  Constructs a QSound that can quickly play the sound in a file
  named \a filename.

  This can use more memory than the static \c play function.

  The \a parent and \a name arguments (default 0) are passed on to
  the QObject constructor.
*/
QSound::QSound(const QString& filename, QObject* parent, const char* name) :
    QObject(parent,name),
    d(new QSoundData(filename))
{
    server().init(this);
}

/*!
  Destroys the sound object.
*/
QSound::~QSound()
{
    if ( !isFinished() )
	stop();
    delete d;
}

/*!
    Returns TRUE if the sound has finished playing; otherwise returns FALSE.
*/
bool QSound::isFinished() const
{
    return d->looprem == 0;
}

/*!
  \overload

  Starts the sound playing.  The function returns immediately.
  Depending on the platform audio facilities, other sounds may
  stop or may be mixed with the new sound.

  The sound can be played again at any time, possibly mixing or
  replacing previous plays of the sound.
*/
void QSound::play()
{
    d->looprem = d->looptotal;
    server().play(this);
}

/*!
  Returns the number of times the sound will play.
*/
int QSound::loops() const
{
    return d->looptotal;
}

/*!
  Returns the number of times the sound will loop. This value decreases
  each time the sound loops.
*/
int QSound::loopsRemaining() const
{
    return d->looprem;
}

/*!
  Sets the sound to repeat \a l times when it is played.
  Passing the value -1 will cause the sound to loop indefinitely.
  \sa loops()
*/
void QSound::setLoops(int l)
{
    d->looptotal = l;
}

/*!
  Returns the filename associated with the sound.
*/
QString QSound::fileName() const
{
    return d->filename;
}

/*!
  Stops the sound playing.

  \sa play()
*/
void QSound::stop()
{
    server().stop(this);
}


/*!
  Returns TRUE if sound facilities exist on the platform; otherwise
  returns FALSE. An application may choose either to notify the user
  if sound is crucial to the application or to operate silently
  without bothering the user.

  If no sound is available, all QSound operations work silently
  and quickly.
*/
bool QSound::isAvailable()
{
    return server().okay();
}

/*!
  Sets the internal bucket record of sound \a s to \a b, deleting
  any previous setting.
*/
void QAuServer::setBucket(QSound* s, QAuBucket* b)
{
    delete s->d->bucket;
    s->d->bucket = b;
}

/*!
  Returns the internal bucket record of sound \a s.
*/
QAuBucket* QAuServer::bucket(QSound* s)
{
    return s->d->bucket;
}

/*!
  Decrements the QSound::loopRemaining() value for sound \a s,
  returning the result.
*/
int QAuServer::decLoop(QSound* s)
{
    if ( s->d->looprem > 0 )
	--s->d->looprem;
    return s->d->looprem;
}

/*!
  Initializes the sound. The default implementation does nothing.
*/
void QAuServer::init(QSound*)
{
}

QAuBucket::~QAuBucket()
{
}

#endif // QT_NO_SOUND
