using System;
using Raylib;
using static Raylib.Raylib;

public partial class audio_raw_stream
{
    /*******************************************************************************************
    *
    *   raylib [audio] example - Raw audio streaming
    *
    *   NOTE: This example requires OpenAL Soft library installed
    *
    *   This example has been created using raylib 1.6 (www.raylib.com)
    *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
    *
    *   Copyright (c) 2015 Ramon Santamaria (@raysan5)
    *
    ********************************************************************************************/

 

    public const int MAX_SAMPLES = 22050;
    public const int MAX_SAMPLES_PER_UPDATE = 4096;

    public static int Main()
    {
        // Initialization
        //--------------------------------------------------------------------------------------
        int screenWidth = 800;
        int screenHeight = 450;

        InitWindow(screenWidth, screenHeight, "raylib [audio] example - raw audio streaming");

        InitAudioDevice();              // Initialize audio device

        // Init raw audio stream (sample rate: 22050, sample size: 16bit-short, channels: 1-mono)
        AudioStream stream = InitAudioStream(22050, 16, 1);

        // Generate samples data from sine wave
        short[] data = new short[MAX_SAMPLES];
        //short *data = (short *)malloc(sizeof(short)*MAX_SAMPLES);

        // TODO: Review data generation, it seems data is discontinued for loop,
        // for that reason, there is a clip everytime audio stream is looped...
        for (int i = 0; i < MAX_SAMPLES; i++)
        {
            data[i] = (short)(Math.Sin(((2*Math.PI*(float)i)/2)*DEG2RAD)*32000);
        }

        PlayAudioStream(stream);        // Start processing stream buffer (no data loaded currently)

        int totalSamples = MAX_SAMPLES;
        int samplesLeft = totalSamples;

        Vector2 position = new Vector2( 0, 0 );

        SetTargetFPS(30);               // Set our game to run at 30 frames-per-second
        //--------------------------------------------------------------------------------------

        // Main game loop
        while (!WindowShouldClose())    // Detect window close button or ESC key
        {
            // Update
            //----------------------------------------------------------------------------------

            // Refill audio stream if required
            // NOTE: Every update we check if stream data has been already consumed and we update
            // buffer with new data from the generated samples, we upload data at a rate (MAX_SAMPLES_PER_UPDATE),
            // but notice that at some point we update < MAX_SAMPLES_PER_UPDATE data...
            if (IsAudioBufferProcessed(stream))
            {
                int numSamples = 0;
                if (samplesLeft >= MAX_SAMPLES_PER_UPDATE) numSamples = MAX_SAMPLES_PER_UPDATE;
                else numSamples = samplesLeft;

                // UpdateAudioStream(stream, data + (totalSamples - samplesLeft), numSamples);

                samplesLeft -= numSamples;

                // Reset samples feeding (loop audio)
                if (samplesLeft <= 0) samplesLeft = totalSamples;
            }
            //----------------------------------------------------------------------------------

            // Draw
            //----------------------------------------------------------------------------------
            BeginDrawing();

                ClearBackground(RAYWHITE);

                DrawText("SINE WAVE SHOULD BE PLAYING!", 240, 140, 20, LIGHTGRAY);

                // NOTE: Draw a part of the sine wave (only screen width, proportional values)
                for (int i = 0; i < GetScreenWidth(); i++)
                {
                    position.x = i;
                    position.y = 250 + 50*data[i]/32000;

                    DrawPixelV(position, RED);
                }

            EndDrawing();
            //----------------------------------------------------------------------------------
        }

        // De-Initialization
        //--------------------------------------------------------------------------------------

        CloseAudioStream(stream);   // Close raw audio stream and delete buffers from RAM

        CloseAudioDevice();         // Close audio device (music streaming is automatically stopped)

        CloseWindow();              // Close window and OpenGL context
        //--------------------------------------------------------------------------------------

        return 0;
    }
}