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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 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 Lesser General Public License for more details.

You should have received a copy of the GNU Lesser 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.
*/

#pragma once

#include <set>
#include <string>
#include "irr_v3d.h"
#include "../sound.h"

class OnDemandSoundFetcher
{
public:
	virtual void fetchSounds(const std::string &name,
			std::set<std::string> &dst_paths,
			std::set<std::string> &dst_datas) = 0;
};

class ISoundManager
{
public:
	virtual ~ISoundManager() = default;

	// Multiple sounds can be loaded per name; when played, the sound
	// should be chosen randomly from alternatives
	// Return value determines success/failure
	virtual bool loadSoundFile(
			const std::string &name, const std::string &filepath) = 0;
	virtual bool loadSoundData(
			const std::string &name, const std::string &filedata) = 0;

	virtual void updateListener(
			const v3f &pos, const v3f &vel, const v3f &at, const v3f &up) = 0;
	virtual void setListenerGain(float gain) = 0;

	// playSound functions return -1 on failure, otherwise a handle to the
	// sound. If name=="", call should be ignored without error.