/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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; either version 2
 * of the License, or (at your option) any later version.

 * 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 for more details.

 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-1-1-1/sound/decoders/voc.h $
 * $Id: voc.h 47579 2010-01-26 22:48:45Z fingolfin $
 *
 */

/**
 * @file
 * Sound decoder used in engines:
 *  - agos
 *  - drascula
 *  - kyra
 *  - made
 *  - saga
 *  - scumm
 *  - touche
 */

#ifndef SOUND_VOC_H
#define SOUND_VOC_H

#include "common/types.h"
#include "common/scummsys.h"

namespace Common { class ReadStream; }
namespace Common { class SeekableReadStream; }

namespace Audio {

class AudioStream;
class SeekableAudioStream;


#include "common/pack-start.h"	// START STRUCT PACKING

struct VocFileHeader {
	uint8 desc[20];
	uint16 datablock_offset;
	uint16 version;
	uint16 id;
} PACKED_STRUCT;

struct VocBlockHeader {
	uint8 blocktype;
	uint8 size[3];
	uint8 sr;
	uint8 pack;
} PACKED_STRUCT;

#include "common/pack-end.h"	// END STRUCT PACKING

/**
 * Take a sample rate parameter as it occurs in a VOC sound header, and
 * return the corresponding sample frequency.
 *
 * This method has special cases for the standard rates of 11025 and 22050 kHz,
 * which due to limitations of the format, cannot be encoded exactly in a VOC
 * file. As a consequence, many game files have sound data sampled with those
 * rates, but the VOC marks them incorrectly as 11111 or 22222 kHz. This code
 * works around that and "unrounds" the sampling rates.
 */
extern int getSampleRateFromVOCRate(int vocSR);

/**
 * Try to load a VOC from the given stream. Returns a pointer to memory
 * containing the PCM sample data (allocated with malloc). It is the callers
 * responsibility to dellocate that data again later on! Currently this
 * function only supports uncompressed raw PCM data.
 */
extern byte *loadVOCFromStream(Common::ReadStream &stream, int &size, int &rate);

/**
 * Try to load a VOC from the given seekable stream and create an AudioStream
 * from that data. Currently this function only supports uncompressed raw PCM
 * data. Optionally supports (infinite) looping of a portion of the data.
 *
 * This function uses loadVOCFromStream() internally.
 */
AudioStream *makeVOCStream(Common::SeekableReadStream &stream, byte flags = 0, uint loopStart = 0, uint loopEnd = 0, DisposeAfterUse::Flag disposeAfterUse = DisposeAfterUse::NO);

/**
 * This does not use any of the looping features of VOC files!
 */
SeekableAudioStream *makeVOCStream(Common::SeekableReadStream &stream, byte flags, DisposeAfterUse::Flag disposeAfterUse);

} // End of namespace Audio

#endif
