#include "soundmanagerimp.hpp"

#include <algorithm>
#include <map>
#include <numeric>
#include <sstream>

#include <osg/Matrixf>

#include <components/debug/debuglog.hpp>
#include <components/misc/resourcehelpers.hpp>
#include <components/misc/rng.hpp>
#include <components/settings/values.hpp>
#include <components/vfs/manager.hpp>
#include <components/vfs/pathutil.hpp>
#include <components/vfs/recursivedirectoryiterator.hpp>

#include "../mwbase/environment.hpp"
#include "../mwbase/statemanager.hpp"
#include "../mwbase/windowmanager.hpp"
#include "../mwbase/world.hpp"

#include "../mwworld/cellstore.hpp"
#include "../mwworld/esmstore.hpp"

#include "../mwmechanics/actorutil.hpp"

#include "constants.hpp"
#include "ffmpegdecoder.hpp"
#include "openaloutput.hpp"
#include "sound.hpp"
#include "soundbuffer.hpp"
#include "sounddecoder.hpp"
#include "soundoutput.hpp"

namespace MWSound
{
    namespace
    {
        constexpr float sMinUpdateInterval = 1.0f / 30.0f;
        constexpr float sSfxFadeInDuration = 1.0f;
        constexpr float sSfxFadeOutDuration = 1.0f;
        constexpr float sSoundCullDistance = 2000.f;

        WaterSoundUpdaterSettings makeWaterSoundUpdaterSettings()
        {
            WaterSoundUpdaterSettings settings;

            settings.mNearWaterRadius = Fallback::Map::getInt("Water_NearWaterRadius");
            settings.mNearWaterPoints = Fallback::Map::getInt("Water_NearWaterPoints");
            settings.mNearWaterIndoorTolerance = Fallback::Map::getFloat("Water_NearWaterIndoorTolerance");
            settings.mNearWaterOutdoorTolerance = Fallback::Map::getFloat("Water_NearWaterOutdoorTolerance");
            settings.mNearWaterIndoorID = ESM::RefId::stringRefId(Fallback::Map::getString("Water_NearWaterIndoorID"));
            settings.mNearWaterOutdoorID
                = ESM::RefId::stringRefId(Fallback::Map::getString("Water_NearWaterOutdoorID"));

            return settings;
        }

        float initialFadeVolume(float squaredDist, SoundBuffer* sfx, Type type, PlayMode mode)
        {
            // If a sound is farther away than its maximum distance, start playing it with a zero fade volume.
            // It can still become audible once the player moves closer.
            const float maxDist = sfx->getMaxDist();
            if (squaredDist > (maxDist * maxDist))
                return 0.0f;

            // This is a *heuristic* that causes environment sounds to fade in. The idea is the following:
            // - Only looped sounds playing through the effects channel are environment sounds
            // - Do not fade in sounds if the player is already so close that the sound plays at maximum volume
            const float minDist = sfx->getMinDist();
            if ((squaredDist > (minDist * minDist)) && (type == Type::Sfx) && (mode & PlayMode::Loop))
                return 0.0f;

            return 1.0;
        }

        // Gets the combined volume settings for the given sound type
        float volumeFromType(Type type)
        {
            float volume = Settings::sound().mMasterVolume;

            switch (type)
            {
                case Type::Sfx:
                    volume *= Settings::sound().mSfxVolume;
                    break;
                case Type::Voice:
                    volume *= Settings::sound().mVoiceVolume;
                    break;
                case Type::Foot:
                    volume *= Settings::sound().mFootstepsVolume;
                    break;
                case Type::Music:
                    volume *= Settings::sound().mMusicVolume;
                    break;
                case Type::Movie:
                case Type::Mask:
                    break;
            }

            return volume;
        }
    }

    // For combining PlayMode and Type flags
    inline int operator|(PlayMode a, Type b)
    {
        return static_cast<int>(a) | static_cast<int>(b);
    }

    SoundManager::SoundManager(const VFS::Manager* vfs, bool useSound)
        : mVFS(vfs)
        , mOutput(std::make_unique<OpenALOutput>(*this))
        , mWaterSoundUpdater(makeWaterSoundUpdaterSettings())
        , mSoundBuffers(*mOutput)
        , mMusicType(MWSound::MusicType::Normal)
        , mListenerUnderwater(false)
        , mListenerPos(0, 0, 0)
        , mListenerDir(1, 0, 0)
        , mListenerUp(0, 0, 1)
        , mListenerVel(0, 0, 0)
        , mUnderwaterSound(nullptr)
        , mNearWaterSound(nullptr)
        , mPlaybackPaused(false)
        , mTimePassed(0.f)
        , mLastCell(nullptr)
        , mCurrentRegionSound(nullptr)
    {
        if (!useSound)
        {
            Log(Debug::Info) << "Sound disabled.";
            return;
        }

        if (!mOutput->init(Settings::sound().mDevice, Settings::sound().mHrtf, Settings::sound().mHrtfEnable))
        {
            Log(Debug::Error) << "Failed to initialize audio output, sound disabled";
            return;
        }

        std::vector<std::string> names = mOutput->enumerate();
        std::stringstream stream;

        stream << "Enumerated output devices:\n";
        for (const std::string& name : names)
            stream << "  " << name;

        Log(Debug::Info) << stream.str();
        stream.str("");

        names = mOutput->enumerateHrtf();
        if (!names.empty())
        {
            stream << "Enumerated HRTF names:\n";
            for (const std::string& name : names)
                stream << "  " << name;

            Log(Debug::Info) << stream.str();
        }
    }

    SoundManager::~SoundManager()
    {
        SoundManager::clear();
        mSoundBuffers.clear();
        mOutput.reset();
    }

    // Return a new decoder instance, used as needed by the output implementations
    DecoderPtr SoundManager::getDecoder()
    {
        return std::make_shared<FFmpegDecoder>(mVFS);
    }

    DecoderPtr SoundManager::loadVoice(VFS::Path::NormalizedView voicefile)
    {
        try
        {
            DecoderPtr decoder = getDecoder();
            decoder->open(Misc::ResourceHelpers::correctSoundPath(voicefile, *decoder->mResourceMgr));
            return decoder;
        }
        catch (std::exception& e)
        {
            Log(Debug::Error) << "Failed to load audio from " << voicefile << ": " << e.what();
        }

        return nullptr;
    }

    SoundPtr SoundManager::getSoundRef()
    {
        return mSounds.get();
    }

    StreamPtr SoundManager::getStreamRef()
    {
        return mStreams.get();
    }

    StreamPtr SoundManager::playVoice(DecoderPtr decoder, const osg::Vec3f& pos, bool playlocal)
    {
        MWBase::World* world = MWBase::Environment::get().getWorld();
        static const float fAudioMinDistanceMult
            = world->getStore().get<ESM::GameSetting>().find("fAudioMinDistanceMult")->mValue.getFloat();
        static const float fAudioMaxDistanceMult
            = world->getStore().get<ESM::GameSetting>().find("fAudioMaxDistanceMult")->mValue.getFloat();
        static const float fAudioVoiceDefaultMinDistance
            = world->getStore().get<ESM::GameSetting>().find("fAudioVoiceDefaultMinDistance")->mValue.getFloat();
        static const float fAudioVoiceDefaultMaxDistance
            = world->getStore().get<ESM::GameSetting>().find("fAudioVoiceDefaultMaxDistance")->mValue.getFloat();
        static float minDistance = std::max(fAudioVoiceDefaultMinDistance * fAudioMinDistanceMult, 1.0f);
        static float maxDistance = std::max(fAudioVoiceDefaultMaxDistance * fAudioMaxDistanceMult, minDistance);

        bool played;
        float basevol = volumeFromType(Type::Voice);
        StreamPtr sound = getStreamRef();
        if (playlocal)
        {
            sound->init([&] {
                SoundParams params;
                params.mBaseVolume = basevol;
                params.mFlags = PlayMode::NoEnv | Type::Voice | Play_2D;
                return params;
            }());
            played = mOutput->streamSound(std::move(decoder), sound.get(), true);
        }
        else
        {
            sound->init([&] {
                SoundParams params;
                params.mPos = pos;
                params.mBaseVolume = basevol;
                params.mMinDistance = minDistance;
                params.mMaxDistance = maxDistance;
                params.mFlags = PlayMode::Normal | Type::Voice | Play_3D;
                return params;
            }());
            played = mOutput->streamSound3D(std::move(decoder), sound.get(), true);
        }
        if (!played)
            return nullptr;
        return sound;
    }

    void SoundManager::stopMusic()
    {
        if (mMusic)
        {
            mOutput->finishStream(mMusic.get());
            mMusic = nullptr;
        }
    }

    void SoundManager::streamMusicFull(VFS::Path::NormalizedView filename)
    {
        if (!mOutput->isInitialized())
            return;

        stopMusic();
        if (filename.value().empty())
            return;

        Log(Debug::Info) << "Playing \"" << filename << "\"";

        DecoderPtr decoder = getDecoder();
        try
        {
            decoder->open(filename);
        }
        catch (const std::exception& e)
        {
            Log(Debug::Error) << "Failed to load audio from \"" << filename << "\": " << e.what();
            return;
        }

        mMusic = getStreamRef();
        mMusic->init([&] {
            SoundParams params;
            params.mBaseVolume = volumeFromType(Type::Music);
            params.mFlags = PlayMode::NoEnvNoScaling | Type::Music | Play_2D;
            return params;
        }());
        mOutput->streamSound(std::move(decoder), mMusic.get());
    }

    void SoundManager::advanceMusic(VFS::Path::NormalizedView filename, float fadeOut)
    {
        if (!isMusicPlaying())
        {
            streamMusicFull(filename);
            return;
        }

        mNextMusic = filename;

        mMusic->setFadeout(fadeOut);
    }

    bool SoundManager::isMusicPlaying()
    {
        return mMusic && mOutput->isStreamPlaying(mMusic.get());
    }

    void SoundManager::streamMusic(VFS::Path::NormalizedView filename, MusicType type, float fade)
    {
        // Can not interrupt scripted music by built-in playlists
        if (mMusicType == MusicType::MWScript && type != MusicType::MWScript)
            return;

        mMusicType = type;
        advanceMusic(filename, fade);
    }

    void SoundManager::say(const MWWorld::ConstPtr& ptr, VFS::Path::NormalizedView filename)
    {
        if (!mOutput->isInitialized())
            return;

        DecoderPtr decoder = loadVoice(filename);
        if (!decoder)
            return;

        MWBase::World* world = MWBase::Environment::get().getWorld();
        const osg::Vec3f pos = world->getActorHeadTransform(ptr).getTrans();

        stopSay(ptr);
        StreamPtr sound = playVoice(std::move(decoder), pos, (ptr == MWMechanics::getPlayer()));
        if (!sound)
            return;

        mSaySoundsQueue.emplace(ptr.mRef, SaySound{ ptr.mCell, std::move(sound) });
    }

    float SoundManager::getSaySoundLoudness(const MWWorld::ConstPtr& ptr) const
    {
        SaySoundMap::const_iterator snditer = mActiveSaySounds.find(ptr.mRef);
        if (snditer != mActiveSaySounds.end())
        {
            Stream* sound = snditer->second.mStream.get();
            return mOutput->getStreamLoudness(sound);
        }

        return 0.0f;
    }

    void SoundManager::say(VFS::Path::NormalizedView filename)
    {
        if (!mOutput->isInitialized())
            return;

        DecoderPtr decoder = loadVoice(filename);
        if (!decoder)
            return;

        stopSay(MWWorld::ConstPtr());
        StreamPtr sound = playVoice(std::move(decoder), osg::Vec3f(), true);
        if (!sound)
            return;

        mActiveSaySounds.emplace(nullptr, SaySound{ nullptr, std::move(sound) });
    }

    bool SoundManager::sayDone(const MWWorld::ConstPtr& ptr) const
    {
        SaySoundMap::const_iterator snditer = mActiveSaySounds.find(ptr.mRef);
        if (snditer != mActiveSaySounds.end())
        {
            if (mOutput->isStreamPlaying(snditer->second.mStream.get()))
                return false;
            return true;
        }
        return true;
    }

    bool SoundManager::sayActive(const MWWorld::ConstPtr& ptr) const
    {
        SaySoundMap::const_iterator snditer = mSaySoundsQueue.find(ptr.mRef);
        if (snditer != mSaySoundsQueue.end())
        {
            if (mOutput->isStreamPlaying(snditer->second.mStream.get()))
                return true;
            return false;
        }

        snditer = mActiveSaySounds.find(ptr.mRef);
        if (snditer != mActiveSaySounds.end())
        {
            if (mOutput->isStreamPlaying(snditer->second.mStream.get()))
                return true;
            return false;
        }

        return false;
    }

    void SoundManager::stopSay(const MWWorld::ConstPtr& ptr)
    {
        SaySoundMap::iterator snditer = mSaySoundsQueue.find(ptr.mRef);
        if (snditer != mSaySoundsQueue.end())
        {
            mOutput->finishStream(snditer->second.mStream.get());
            mSaySoundsQueue.erase(snditer);
        }

        snditer = mActiveSaySounds.find(ptr.mRef);
        if (snditer != mActiveSaySounds.end())
        {
            mOutput->finishStream(snditer->second.mStream.get());
            mActiveSaySounds.erase(snditer);
        }
    }

    Stream* SoundManager::playTrack(const DecoderPtr& decoder, Type type)
    {
        if (!mOutput->isInitialized())
            return nullptr;

        StreamPtr track = getStreamRef();
        track->init([&] {
            SoundParams params;
            params.mBaseVolume = volumeFromType(type);
            params.mFlags = PlayMode::NoEnvNoScaling | type | Play_2D;
            return params;
        }());
        if (!mOutput->streamSound(decoder, track.get()))
            return nullptr;

        Stream* result = track.get();
        const auto it = std::lower_bound(mActiveTracks.begin(), mActiveTracks.end(), track);
        mActiveTracks.insert(it, std::move(track));
        return result;
    }

    void SoundManager::stopTrack(Stream* stream)
    {
        mOutput->finishStream(stream);
        TrackList::iterator iter = std::lower_bound(mActiveTracks.begin(), mActiveTracks.end(), stream,
            [](const StreamPtr& lhs, Stream* rhs) { return lhs.get() < rhs; });
        if (iter != mActiveTracks.end() && iter->get() == stream)
            mActiveTracks.erase(iter);
    }

    double SoundManager::getTrackTimeDelay(Stream* stream)
    {
        return mOutput->getStreamDelay(stream);
    }

    bool SoundManager::remove3DSoundAtDistance(PlayMode mode, const MWWorld::ConstPtr& ptr) const
    {
        if (!mOutput->isInitialized())
            return true;

        const osg::Vec3f objpos(ptr.getRefData().getPosition().asVec3());
        const float squaredDist = (mListenerPos - objpos).length2();
        if ((mode & PlayMode::RemoveAtDistance) && squaredDist > sSoundCullDistance * sSoundCullDistance)
            return true;

        return false;
    }

    Sound* SoundManager::playSound(SoundBuffer* sfx, float volume, float pitch, Type type, PlayMode mode, float offset)
    {
        if (!mOutput->isInitialized())
            return nullptr;

        // Only one copy of given sound can be played at time, so stop previous copy
        stopSound(sfx, MWWorld::ConstPtr());

        SoundPtr sound = getSoundRef();
        sound->init([&] {
            SoundParams params;
            params.mVolume = volume * sfx->getVolume();
            params.mBaseVolume = volumeFromType(type);
            params.mPitch = pitch;
            params.mFlags = mode | type | Play_2D;
            return params;
        }());
        if (!mOutput->playSound(sound.get(), sfx->getHandle(), offset))
            return nullptr;

        Sound* result = sound.get();
        mActiveSounds[nullptr].mList.emplace_back(std::move(sound), sfx);
        mSoundBuffers.use(*sfx);
        return result;
    }

    Sound* SoundManager::playSound(
        VFS::Path::NormalizedView fileName, float volume, float pitch, Type type, PlayMode mode, float offset)
    {
        if (!mOutput->isInitialized())
            return nullptr;

        if (!mVFS->exists(fileName))
            return nullptr;

        SoundBuffer* const sfx = mSoundBuffers.load(fileName);
        if (!sfx)
            return nullptr;

        return playSound(sfx, volume, pitch, type, mode, offset);
    }

    Sound* SoundManager::playSound(
        const ESM::RefId& soundId, float volume, float pitch, Type type, PlayMode mode, float offset)
    {
        if (!mOutput->isInitialized())
            return nullptr;

        SoundBuffer* sfx = mSoundBuffers.load(soundId);
        if (!sfx)
            return nullptr;

        return playSound(sfx, volume, pitch, type, mode, offset);
    }

    Sound* SoundManager::playSound3D(const MWWorld::ConstPtr& ptr, SoundBuffer* sfx, float volume, float pitch,
        Type type, PlayMode mode, float offset)
    {
        if (!mOutput->isInitialized())
            return nullptr;

        // Only one copy of given sound can be played at time on ptr, so stop previous copy
        stopSound(sfx, ptr);

        const osg::Vec3f objpos(ptr.getRefData().getPosition().asVec3());
        const float squaredDist = (mListenerPos - objpos).length2();

        bool played;
        SoundPtr sound = getSoundRef();
        if (!(mode & PlayMode::NoPlayerLocal) && ptr == MWMechanics::getPlayer())
        {
            sound->init([&] {
                SoundParams params;
                params.mVolume = volume * sfx->getVolume();
                params.mBaseVolume = volumeFromType(type);
                params.mPitch = pitch;
                params.mFlags = mode | type | Play_2D;
                return params;
            }());
            played = mOutput->playSound(sound.get(), sfx->getHandle(), offset);
        }
        else
        {
            sound->init([&] {
                SoundParams params;
                params.mPos = objpos;
                params.mVolume = volume * sfx->getVolume();
                params.mBaseVolume = volumeFromType(type);
                params.mFadeVolume = initialFadeVolume(squaredDist, sfx, type, mode);
                params.mPitch = pitch;
                params.mMinDistance = sfx->getMinDist();
                params.mMaxDistance = sfx->getMaxDist();
                params.mFlags = mode | type | Play_3D;
                return params;
            }());
            played = mOutput->playSound3D(sound.get(), sfx->getHandle(), offset);
        }
        if (!played)
            return nullptr;

        Sound* result = sound.get();
        auto it = mActiveSounds.find(ptr.mRef);
        if (it == mActiveSounds.end())
            it = mActiveSounds.emplace(ptr.mRef, ActiveSound{ ptr.mCell, {} }).first;
        it->second.mList.emplace_back(std::move(sound), sfx);
        mSoundBuffers.use(*sfx);
        return result;
    }

    Sound* SoundManager::playSound3D(const MWWorld::ConstPtr& ptr, const ESM::RefId& soundId, float volume, float pitch,
        Type type, PlayMode mode, float offset)
    {
        if (remove3DSoundAtDistance(mode, ptr))
            return nullptr;

        // Look up the sound in the ESM data
        SoundBuffer* sfx = mSoundBuffers.load(soundId);
        if (!sfx)
            return nullptr;

        return playSound3D(ptr, sfx, volume, pitch, type, mode, offset);
    }

    Sound* SoundManager::playSound3D(const MWWorld::ConstPtr& ptr, VFS::Path::NormalizedView fileName, float volume,
        float pitch, Type type, PlayMode mode, float offset)
    {
        if (remove3DSoundAtDistance(mode, ptr))
            return nullptr;

        // Look up the sound
        if (!mVFS->exists(fileName))
            return nullptr;

        SoundBuffer* const sfx = mSoundBuffers.load(fileName);
        if (!sfx)
            return nullptr;

        return playSound3D(ptr, sfx, volume, pitch, type, mode, offset);
    }

    Sound* SoundManager::playSound3D(const osg::Vec3f& initialPos, const ESM::RefId& soundId, float volume, float pitch,
        Type type, PlayMode mode, float offset)
    {
        if (!mOutput->isInitialized())
            return nullptr;

        // Look up the sound in the ESM data
        SoundBuffer* sfx = mSoundBuffers.load(soundId);
        if (!sfx)
            return nullptr;

        const float squaredDist = (mListenerPos - initialPos).length2();

        SoundPtr sound = getSoundRef();
        sound->init([&] {
            SoundParams params;
            params.mPos = initialPos;
            params.mVolume = volume * sfx->getVolume();
            params.mBaseVolume = volumeFromType(type);
            params.mFadeVolume = initialFadeVolume(squaredDist, sfx, type, mode);
            params.mPitch = pitch;
            params.mMinDistance = sfx->getMinDist();
            params.mMaxDistance = sfx->getMaxDist();
            params.mFlags = mode | type | Play_3D;
            return params;
        }());
        if (!mOutput->playSound3D(sound.get(), sfx->getHandle(), offset))
            return nullptr;

        Sound* result = sound.get();
        mActiveSounds[nullptr].mList.emplace_back(std::move(sound), sfx);
        mSoundBuffers.use(*sfx);
        return result;
    }

    void SoundManager::stopSound(Sound* sound)
    {
        if (sound)
            mOutput->finishSound(sound);
    }

    void SoundManager::stopSound(SoundBuffer* sfx, const MWWorld::ConstPtr& ptr)
    {
        SoundMap::iterator snditer = mActiveSounds.find(ptr.mRef);
        if (snditer != mActiveSounds.end())
        {
            for (SoundBufferRefPair& snd : snditer->second.mList)
            {
                if (snd.second == sfx)
                    mOutput->finishSound(snd.first.get());
            }
        }
    }

    void SoundManager::stopSound3D(const MWWorld::ConstPtr& ptr, const ESM::RefId& soundId)
    {
        if (!mOutput->isInitialized())
            return;

        SoundBuffer* sfx = mSoundBuffers.lookup(soundId);
        if (!sfx)
            return;

        stopSound(sfx, ptr);
    }

    void SoundManager::stopSound3D(const MWWorld::ConstPtr& ptr, VFS::Path::NormalizedView fileName)
    {
        if (!mOutput->isInitialized())
            return;

        SoundBuffer* const sfx = mSoundBuffers.lookup(fileName);
        if (!sfx)
            return;

        stopSound(sfx, ptr);
    }

    void SoundManager::stopSound3D(const MWWorld::ConstPtr& ptr)
    {
        SoundMap::iterator snditer = mActiveSounds.find(ptr.mRef);
        if (snditer != mActiveSounds.end())
        {
            for (SoundBufferRefPair& snd : snditer->second.mList)
                mOutput->finishSound(snd.first.get());
        }
        SaySoundMap::iterator sayiter = mSaySoundsQueue.find(ptr.mRef);
        if (sayiter != mSaySoundsQueue.end())
            mOutput->finishStream(sayiter->second.mStream.get());
        sayiter = mActiveSaySounds.find(ptr.mRef);
        if (sayiter != mActiveSaySounds.end())
            mOutput->finishStream(sayiter->second.mStream.get());
    }

    void SoundManager::stopSound(const MWWorld::CellStore* cell)
    {
        for (auto& [ref, sound] : mActiveSounds)
        {
            if (ref != nullptr && ref != MWMechanics::getPlayer().mRef && sound.mCell == cell)
            {
                for (SoundBufferRefPair& sndbuf : sound.mList)
                    mOutput->finishSound(sndbuf.first.get());
            }
        }

        for (const auto& [ref, sound] : mSaySoundsQueue)
        {
            if (ref != nullptr && ref != MWMechanics::getPlayer().mRef && sound.mCell == cell)
                mOutput->finishStream(sound.mStream.get());
        }

        for (const auto& [ref, sound] : mActiveSaySounds)
        {
            if (ref != nullptr && ref != MWMechanics::getPlayer().mRef && sound.mCell == cell)
                mOutput->finishStream(sound.mStream.get());
        }
    }

    void SoundManager::fadeOutSound3D(const MWWorld::ConstPtr& ptr, const ESM::RefId& soundId, float duration)
    {
        SoundMap::iterator snditer = mActiveSounds.find(ptr.mRef);
        if (snditer != mActiveSounds.end())
        {
            SoundBuffer* sfx = mSoundBuffers.lookup(soundId);
            if (sfx == nullptr)
                return;
            for (SoundBufferRefPair& sndbuf : snditer->second.mList)
            {
                if (sndbuf.second == sfx)
                    sndbuf.first->setFadeout(duration);
            }
        }
    }

    bool SoundManager::getSoundPlaying(const MWWorld::ConstPtr& ptr, VFS::Path::NormalizedView fileName) const
    {
        SoundMap::const_iterator snditer = mActiveSounds.find(ptr.mRef);
        if (snditer != mActiveSounds.end())
        {
            SoundBuffer* const sfx = mSoundBuffers.lookup(fileName);
            if (!sfx)
                return false;

            return std::find_if(snditer->second.mList.cbegin(), snditer->second.mList.cend(),
                       [this, sfx](const SoundBufferRefPair& snd) -> bool {
                           return snd.second == sfx && mOutput->isSoundPlaying(snd.first.get());
                       })
                != snditer->second.mList.cend();
        }
        return false;
    }

    bool SoundManager::getSoundPlaying(const MWWorld::ConstPtr& ptr, const ESM::RefId& soundId) const
    {
        SoundMap::const_iterator snditer = mActiveSounds.find(ptr.mRef);
        if (snditer != mActiveSounds.end())
        {
            SoundBuffer* sfx = mSoundBuffers.lookup(soundId);
            if (!sfx)
                return false;

            return std::find_if(snditer->second.mList.cbegin(), snditer->second.mList.cend(),
                       [this, sfx](const SoundBufferRefPair& snd) -> bool {
                           return snd.second == sfx && mOutput->isSoundPlaying(snd.first.get());
                       })
                != snditer->second.mList.cend();
        }
        return false;
    }

    void SoundManager::pauseSounds(BlockerType blocker, int types)
    {
        if (mOutput->isInitialized())
        {
            if (mPausedSoundTypes[blocker] != 0)
                resumeSounds(blocker);

            types = types & Type::Mask;
            mOutput->pauseSounds(types);
            mPausedSoundTypes[blocker] = types;
        }
    }

    void SoundManager::resumeSounds(BlockerType blocker)
    {
        if (mOutput->isInitialized())
        {
            mPausedSoundTypes[blocker] = 0;
            int types = int(Type::Mask);
            for (int currentBlocker = 0; currentBlocker < BlockerType::MaxCount; currentBlocker++)
            {
                if (currentBlocker != blocker)
                    types &= ~mPausedSoundTypes[currentBlocker];
            }

            mOutput->resumeSounds(types);
        }
    }

    void SoundManager::pausePlayback()
    {
        if (mPlaybackPaused)
            return;

        mPlaybackPaused = true;
        mOutput->pauseActiveDevice();
    }

    void SoundManager::resumePlayback()
    {
        if (!mPlaybackPaused)
            return;

        mPlaybackPaused = false;
        mOutput->resumeActiveDevice();
    }

    void SoundManager::updateRegionSound(float duration)
    {
        MWBase::World* world = MWBase::Environment::get().getWorld();
        const MWWorld::ConstPtr player = world->getPlayerPtr();
        auto cell = player.getCell()->getCell();

        if (!cell->isExterior() && !cell->isQuasiExterior())
            return;
        if (mCurrentRegionSound && mOutput->isSoundPlaying(mCurrentRegionSound))
            return;

        ESM::RefId next = mRegionSoundSelector.getNextRandom(duration, cell->getRegion());
        if (!next.empty())
            mCurrentRegionSound = playSound(next, 1.0f, 1.0f);
    }

    void SoundManager::updateWaterSound()
    {
        MWBase::World* world = MWBase::Environment::get().getWorld();
        const MWWorld::ConstPtr player = world->getPlayerPtr();

        const MWWorld::Cell* curcell = player.getCell()->getCell();
        const auto update = mWaterSoundUpdater.update(player, *world);

        WaterSoundAction action;
        SoundBuffer* sfx;
        std::tie(action, sfx) = getWaterSoundAction(update, curcell);

        switch (action)
        {
            case WaterSoundAction::DoNothing:
                break;
            case WaterSoundAction::SetVolume:
                mNearWaterSound->setVolume(update.mVolume * sfx->getVolume());
                mNearWaterSound->setFade(sSfxFadeInDuration, 1.0f, Play_FadeExponential);
                break;
            case WaterSoundAction::FinishSound:
                mNearWaterSound->setFade(sSfxFadeOutDuration, 0.0f, Play_FadeExponential | Play_StopAtFadeEnd);
                break;
            case WaterSoundAction::PlaySound:
                if (mNearWaterSound)
                    mOutput->finishSound(mNearWaterSound);
                mNearWaterSound = playSound(update.mId, update.mVolume, 1.0f, Type::Sfx, PlayMode::Loop);
                break;
        }

        mLastCell = curcell;
    }

    std::pair<SoundManager::WaterSoundAction, SoundBuffer*> SoundManager::getWaterSoundAction(
        const WaterSoundUpdate& update, const MWWorld::Cell* cell) const
    {
        if (mNearWaterSound)
        {
            if (update.mVolume == 0.0f)
                return { WaterSoundAction::FinishSound, nullptr };

            bool soundIdChanged = false;

            SoundBuffer* sfx = mSoundBuffers.lookup(update.mId);
            if (mLastCell != cell)
            {
                const auto snditer = mActiveSounds.find(nullptr);
                if (snditer != mActiveSounds.end())
                {
                    const auto pairiter = std::find_if(snditer->second.mList.begin(), snditer->second.mList.end(),
                        [this](const SoundBufferRefPairList::value_type& item) -> bool {
                            return mNearWaterSound == item.first.get();
                        });
                    if (pairiter != snditer->second.mList.end() && pairiter->second != sfx)
                        soundIdChanged = true;
                }
            }

            if (soundIdChanged)
                return { WaterSoundAction::PlaySound, nullptr };

            if (sfx)
                return { WaterSoundAction::SetVolume, sfx };
        }
        else if (update.mVolume > 0.0f)
            return { WaterSoundAction::PlaySound, nullptr };

        return { WaterSoundAction::DoNothing, nullptr };
    }

    void SoundManager::cull3DSound(SoundBase* sound)
    {
        // Hard-coded distance is from an original engine
        const float maxDist = sound->getDistanceCull() ? sSoundCullDistance : sound->getMaxDistance();
        const float squaredMaxDist = maxDist * maxDist;

        const osg::Vec3f pos = sound->getPosition();
        const float squaredDist = (mListenerPos - pos).length2();

        if (squaredDist > squaredMaxDist)
        {
            // If getDistanceCull() is set, delete the sound after it has faded out
            sound->setFade(
                sSfxFadeOutDuration, 0.0f, Play_FadeExponential | (sound->getDistanceCull() ? Play_StopAtFadeEnd : 0));
        }
        else
        {
            // Fade sounds back in once they are in range
            sound->setFade(sSfxFadeInDuration, 1.0f, Play_FadeExponential);
        }
    }

    void SoundManager::updateSounds(float duration)
    {
        // We update active say sounds map for specific actors here
        // because for vanilla compatibility we can't do it immediately.
        SaySoundMap::iterator queuesayiter = mSaySoundsQueue.begin();
        while (queuesayiter != mSaySoundsQueue.end())
        {
            const auto dst = mActiveSaySounds.find(queuesayiter->first);
            if (dst == mActiveSaySounds.end())
                mActiveSaySounds.emplace(queuesayiter->first, std::move(queuesayiter->second));
            else
                dst->second = std::move(queuesayiter->second);
            mSaySoundsQueue.erase(queuesayiter++);
        }

        mTimePassed += duration;
        if (mTimePassed < sMinUpdateInterval)
            return;
        duration = mTimePassed;
        mTimePassed = 0.0f;

        Environment env = Env_Normal;
        if (mListenerUnderwater)
            env = Env_Underwater;
        else if (mUnderwaterSound)
        {
            mOutput->finishSound(mUnderwaterSound);
            mUnderwaterSound = nullptr;
        }

        mOutput->startUpdate();
        mOutput->updateListener(mListenerPos, mListenerDir, mListenerUp, mListenerVel, env);

        updateMusic(duration);

        // Check if any sounds are finished playing, and trash them
        SoundMap::iterator snditer = mActiveSounds.begin();
        while (snditer != mActiveSounds.end())
        {
            MWWorld::ConstPtr ptr = snditer->first;
            SoundBufferRefPairList::iterator sndidx = snditer->second.mList.begin();
            while (sndidx != snditer->second.mList.end())
            {
                Sound* sound = sndidx->first.get();

                if (sound->getIs3D())
                {
                    if (!ptr.isEmpty())
                    {
                        sound->setLastPosition(sound->getPosition());
                        sound->setPosition(ptr.getRefData().getPosition().asVec3());
                        MWBase::World* world = MWBase::Environment::get().getWorld();
                        sound->setVelocity(
                            (sound->getPosition() - sound->getLastPosition()) / world->getPhysicsFrameRateDt());
                    }

                    cull3DSound(sound);
                }

                if (!sound->updateFade(duration) || !mOutput->isSoundPlaying(sound))
                {
                    mOutput->finishSound(sound);
                    if (sound == mUnderwaterSound)
                        mUnderwaterSound = nullptr;
                    if (sound == mNearWaterSound)
                        mNearWaterSound = nullptr;
                    mSoundBuffers.release(*sndidx->second);
                    sndidx = snditer->second.mList.erase(sndidx);
                }
                else
                {
                    mOutput->updateSound(sound);
                    ++sndidx;
                }
            }
            if (snditer->second.mList.empty())
                snditer = mActiveSounds.erase(snditer);
            else
                ++snditer;
        }

        SaySoundMap::iterator sayiter = mActiveSaySounds.begin();
        while (sayiter != mActiveSaySounds.end())
        {
            MWWorld::ConstPtr ptr = sayiter->first;
            Stream* sound = sayiter->second.mStream.get();
            if (sound->getIs3D())
            {
                if (!ptr.isEmpty())
                {
                    sound->setLastPosition(sound->getPosition());
                    MWBase::World* world = MWBase::Environment::get().getWorld();
                    sound->setPosition(world->getActorHeadTransform(ptr).getTrans());
                    sound->setVelocity(
                        (sound->getPosition() - sound->getLastPosition()) / world->getPhysicsFrameRateDt());
                }

                cull3DSound(sound);
            }

            if (!sound->updateFade(duration) || !mOutput->isStreamPlaying(sound))
            {
                mOutput->finishStream(sound);
                sayiter = mActiveSaySounds.erase(sayiter);
            }
            else
            {
                mOutput->updateStream(sound);
                ++sayiter;
            }
        }

        TrackList::iterator trkiter = mActiveTracks.begin();
        while (trkiter != mActiveTracks.end())
        {
            Stream* sound = trkiter->get();
            if (!mOutput->isStreamPlaying(sound))
            {
                mOutput->finishStream(sound);
                trkiter = mActiveTracks.erase(trkiter);
            }
            else
            {
                sound->updateFade(duration);

                mOutput->updateStream(sound);
                ++trkiter;
            }
        }

        if (mListenerUnderwater)
        {
            // Play underwater sound (after updating sounds)
            if (!mUnderwaterSound)
                mUnderwaterSound
                    = playSound(ESM::RefId::stringRefId("Underwater"), 1.0f, 1.0f, Type::Sfx, PlayMode::LoopNoEnv);
        }
        mOutput->finishUpdate();
    }

    void SoundManager::updateMusic(float duration)
    {
        if (!mMusic || !mMusic->updateFade(duration) || !mOutput->isStreamPlaying(mMusic.get()))
        {
            stopMusic();
            if (!mNextMusic.value().empty())
            {
                streamMusicFull(mNextMusic);
                mNextMusic = VFS::Path::Normalized();
            }
            else
                mMusicType = MusicType::Normal;
        }
        else
        {
            mOutput->updateStream(mMusic.get());
        }
    }

    void SoundManager::update(float duration)
    {
        if (!mOutput->isInitialized() || mPlaybackPaused)
            return;

        MWBase::StateManager::State state = MWBase::Environment::get().getStateManager()->getState();
        bool isMainMenu = MWBase::Environment::get().getWindowManager()->containsMode(MWGui::GM_MainMenu)
            && state == MWBase::StateManager::State_NoGame;

        if (isMainMenu && !isMusicPlaying())
        {
            if (mVFS->exists(MWSound::titleMusic))
                streamMusic(MWSound::titleMusic, MWSound::MusicType::Normal);
        }

        updateSounds(duration);
        if (state != MWBase::StateManager::State_NoGame)
        {
            updateRegionSound(duration);
            updateWaterSound();
        }
    }

    void SoundManager::processChangedSettings(const Settings::CategorySettingVector& settings)
    {
        if (!mOutput->isInitialized())
            return;
        mOutput->startUpdate();
        for (SoundMap::value_type& snd : mActiveSounds)
        {
            for (SoundBufferRefPair& sndbuf : snd.second.mList)
            {
                Sound* sound = sndbuf.first.get();
                sound->setBaseVolume(volumeFromType(sound->getPlayType()));
                mOutput->updateSound(sound);
            }
        }
        for (SaySoundMap::value_type& snd : mActiveSaySounds)
        {
            Stream* sound = snd.second.mStream.get();
            sound->setBaseVolume(volumeFromType(sound->getPlayType()));
            mOutput->updateStream(sound);
        }
        for (SaySoundMap::value_type& snd : mSaySoundsQueue)
        {
            Stream* sound = snd.second.mStream.get();
            sound->setBaseVolume(volumeFromType(sound->getPlayType()));
            mOutput->updateStream(sound);
        }
        for (const StreamPtr& sound : mActiveTracks)
        {
            sound->setBaseVolume(volumeFromType(sound->getPlayType()));
            mOutput->updateStream(sound.get());
        }
        if (mMusic)
        {
            mMusic->setBaseVolume(volumeFromType(mMusic->getPlayType()));
            mOutput->updateStream(mMusic.get());
        }
        mOutput->finishUpdate();
    }

    void SoundManager::setListenerPosDir(
        const osg::Vec3f& pos, const osg::Vec3f& dir, const osg::Vec3f& up, bool underwater)
    {
        mListenerPos = pos;
        mListenerDir = dir;
        mListenerUp = up;

        mListenerUnderwater = underwater;

        mWaterSoundUpdater.setUnderwater(underwater);
    }

    void SoundManager::setListenerVel(const osg::Vec3f& vel)
    {
        mListenerVel = vel;
    }

    void SoundManager::updatePtr(const MWWorld::ConstPtr& old, const MWWorld::ConstPtr& updated)
    {
        SoundMap::iterator snditer = mActiveSounds.find(old.mRef);
        if (snditer != mActiveSounds.end())
            snditer->second.mCell = updated.mCell;

        if (const auto it = mSaySoundsQueue.find(old.mRef); it != mSaySoundsQueue.end())
            it->second.mCell = updated.mCell;

        if (const auto it = mActiveSaySounds.find(old.mRef); it != mActiveSaySounds.end())
            it->second.mCell = updated.mCell;
    }

    // Default readAll implementation, for decoders that can't do anything
    // better
    void SoundDecoder::readAll(std::vector<char>& output)
    {
        size_t total = output.size();
        size_t got;

        output.resize(total + 32768);
        while ((got = read(&output[total], output.size() - total)) > 0)
        {
            total += got;
            output.resize(total * 2);
        }
        output.resize(total);
    }

    const char* getSampleTypeName(SampleType type)
    {
        switch (type)
        {
            case SampleType_UInt8:
                return "U8";
            case SampleType_Int16:
                return "S16";
            case SampleType_Float32:
                return "Float32";
        }
        return "(unknown sample type)";
    }

    const char* getChannelConfigName(ChannelConfig config)
    {
        switch (config)
        {
            case ChannelConfig_Mono:
                return "Mono";
            case ChannelConfig_Stereo:
                return "Stereo";
            case ChannelConfig_Quad:
                return "Quad";
            case ChannelConfig_5point1:
                return "5.1 Surround";
            case ChannelConfig_7point1:
                return "7.1 Surround";
        }
        return "(unknown channel config)";
    }

    size_t framesToBytes(size_t frames, ChannelConfig config, SampleType type)
    {
        switch (config)
        {
            case ChannelConfig_Mono:
                frames *= 1;
                break;
            case ChannelConfig_Stereo:
                frames *= 2;
                break;
            case ChannelConfig_Quad:
                frames *= 4;
                break;
            case ChannelConfig_5point1:
                frames *= 6;
                break;
            case ChannelConfig_7point1:
                frames *= 8;
                break;
        }
        switch (type)
        {
            case SampleType_UInt8:
                frames *= 1;
                break;
            case SampleType_Int16:
                frames *= 2;
                break;
            case SampleType_Float32:
                frames *= 4;
                break;
        }
        return frames;
    }

    size_t bytesToFrames(size_t bytes, ChannelConfig config, SampleType type)
    {
        return bytes / framesToBytes(1, config, type);
    }

    void SoundManager::clear()
    {
        stopMusic();
        mMusicType = MusicType::Normal;

        for (SoundMap::value_type& snd : mActiveSounds)
        {
            for (SoundBufferRefPair& sndbuf : snd.second.mList)
            {
                mOutput->finishSound(sndbuf.first.get());
                mSoundBuffers.release(*sndbuf.second);
            }
        }
        mActiveSounds.clear();
        mUnderwaterSound = nullptr;
        mNearWaterSound = nullptr;

        for (SaySoundMap::value_type& snd : mSaySoundsQueue)
            mOutput->finishStream(snd.second.mStream.get());
        mSaySoundsQueue.clear();

        for (SaySoundMap::value_type& snd : mActiveSaySounds)
            mOutput->finishStream(snd.second.mStream.get());
        mActiveSaySounds.clear();

        for (StreamPtr& sound : mActiveTracks)
            mOutput->finishStream(sound.get());
        mActiveTracks.clear();
        mPlaybackPaused = false;
        std::fill(std::begin(mPausedSoundTypes), std::end(mPausedSoundTypes), 0);
    }
}
