// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010  Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program.  If not, see <http://www.gnu.org/licenses/>.

#include <nel/misc/types_nl.h>

// STL includes
#include <vector>
#include <string>
#include <map>
#include <iostream>
#include <fstream>

// NeL includes
#include <nel/misc/common.h>
#include <nel/misc/file.h>
#include <nel/misc/log.h>
#include <nel/misc/path.h>
#include <nel/sound/u_audio_mixer.h>

// Project includes
// ...

using namespace std;
using namespace NLMISC;
using namespace NLSOUND;

namespace {

} /* anonymous namespace */

////////////////////////////////////////////////////////////////////////
// note: *.packed_sheets files are placed in <build_packed_sheets>    //
//       *.sample_bank files are placed in <source_samplebanks>,      //
//           and will need to be moved to the right location by       //
//           your build script system.                                //
////////////////////////////////////////////////////////////////////////

int main(int nNbArg, char **ppArgs)
{
	// create debug stuff
	createDebug();

	// verify all params
	if (nNbArg < 5)
	{
		nlinfo("ERROR : Wrong number of arguments\n");
		nlinfo("USAGE : build_sound  <leveldesign> <dfn> <source_samplebanks> <build_packed_sheets> <build_samplebanks>\n");
		return EXIT_FAILURE;
	}
	string leveldesignDir = string(ppArgs[1]);
	if (!CFile::isDirectory(leveldesignDir))
	{
		nlerrornoex("Directory leveldesign '%s' does not exist", leveldesignDir.c_str());
		return EXIT_FAILURE;
	}
	string dfnDir = string(ppArgs[2]);
	if (!CFile::isDirectory(dfnDir))
	{
		nlerrornoex("Directory dfn '%s' does not exist", dfnDir.c_str());
		return EXIT_FAILURE;
	}
	string samplebanksDir = string(ppArgs[3]);
	if (!CFile::isDirectory(samplebanksDir))
	{
		nlerrornoex("Directory source_samplebanks '%s' does not exist", samplebanksDir.c_str());
		return EXIT_FAILURE;
	}
	string exportDir = string(ppArgs[4]);
	if (!CFile::isDirectory(exportDir))
	{
		nlerrornoex("Directory build_packed_sheets '%s' does not exist", exportDir.c_str());
		return EXIT_FAILURE;
	}
	string buildSampleBanksDir;
	if (nNbArg == 6) buildSampleBanksDir = string(ppArgs[5]);
	else buildSampleBanksDir = samplebanksDir;
	if (!CFile::isDirectory(buildSampleBanksDir))
	{
		nlerrornoex("Directory build_samplebanks '%s' does not exist", buildSampleBanksDir.c_str());
		return EXIT_FAILURE;
	}
	
	// add search paths
	CPath::addSearchPath(leveldesignDir, true, false);
	CPath::addSearchPath(dfnDir, true, false);

	// create the audio mixer
	UAudioMixer *audioMixer = UAudioMixer::createAudioMixer();
	// set the sample path, sample banks will be found and built here
	audioMixer->setSamplePaths(samplebanksDir, buildSampleBanksDir);
	// set the location where the packed_sheets will be exported
	audioMixer->setPackedSheetOption(exportDir, true);
	
	// this here does the magic, we actually don't need the driver but whatever
	try { audioMixer->init(0, false, false, NULL, true, UAudioMixer::DriverOpenAl); } catch (...) { 
	try { audioMixer->init(0, false, false, NULL, true, UAudioMixer::DriverXAudio2); } catch (...) { 
	try { audioMixer->init(0, false, false, NULL, true, UAudioMixer::DriverFMod); } 
	catch (...) { return EXIT_FAILURE; } } }
	
	// and that's all folks
	delete audioMixer;
	return EXIT_SUCCESS;
}

/* end of file */