//// THIS CODE AND INFORMATION IS PROVIDED "AS IS" WITHOUT WARRANTY OF
//// ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING BUT NOT LIMITED TO
//// THE IMPLIED WARRANTIES OF MERCHANTABILITY AND/OR FITNESS FOR A
//// PARTICULAR PURPOSE.
////
//// Copyright (c) Microsoft Corporation. All rights reserved

#include "pch.h"
#include "Audio.h"
#include "Common\DirectXSample.h"

using namespace Microsoft::WRL;
using namespace Windows::Foundation;
using namespace Windows::UI::Core;
using namespace Windows::Graphics::Display;

Audio::Audio():
    m_audioAvailable(false)
{
}

void Audio::Initialize()
{
}

void Audio::CreateDeviceIndependentResources()
{
    UINT32 flags = 0;

    DX::ThrowIfFailed(
        XAudio2Create(&m_musicEngine, flags)
        );

#if defined(_DEBUG)
    XAUDIO2_DEBUG_CONFIGURATION debugConfiguration = {0};
    debugConfiguration.BreakMask = XAUDIO2_LOG_ERRORS;
    debugConfiguration.TraceMask = XAUDIO2_LOG_ERRORS;
    m_musicEngine->SetDebugConfiguration(&debugConfiguration);
#endif


    HRESULT hr = m_musicEngine->CreateMasteringVoice(&m_musicMasteringVoice);
    if (FAILED(hr))
    {
        // Unable to create an audio device
        m_audioAvailable = false;
        return;
    }

    DX::ThrowIfFailed(
        XAudio2Create(&m_soundEffectEngine, flags)
        );

#if defined(_DEBUG)
    m_soundEffectEngine->SetDebugConfiguration(&debugConfiguration);
#endif

    DX::ThrowIfFailed(
        m_soundEffectEngine->CreateMasteringVoice(&m_soundEffectMasteringVoice)
        );

    m_audioAvailable = true;
}

IXAudio2* Audio::MusicEngine()
{
    return m_musicEngine.Get();
}

IXAudio2* Audio::SoundEffectEngine()
{
    return m_soundEffectEngine.Get();
}

void Audio::SuspendAudio()
{
    if (m_audioAvailable)
    {
        m_musicEngine->StopEngine();
        m_soundEffectEngine->StopEngine();
    }
}

void Audio::ResumeAudio()
{
    if (m_audioAvailable)
    {
        DX::ThrowIfFailed(m_musicEngine->StartEngine());
        DX::ThrowIfFailed(m_soundEffectEngine->StartEngine());
    }
}

