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The content of this file includes portions of the AUDIOKINETIC Wwise Technology
released in source code form as part of the SDK installer package.

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  Copyright (c) 2023 Audiokinetic Inc.
*******************************************************************************/

// AkMacSoundEngine.h

/// \file 
/// Main Sound Engine interface, specific Mac.

#ifndef _AK_MAC_SOUND_ENGINE_H_
#define _AK_MAC_SOUND_ENGINE_H_

#include <AK/SoundEngine/Common/AkTypes.h>
#include <AK/Tools/Common/AkPlatformFuncs.h>

///< API used for audio output
///< Use with AkPlatformInitSettings to select the API used for audio output. The selected API may be ignored if the device does not support it.
///< Use AkAPI_Default, it will select the more appropriate API depending on the device's capabilities.  Other values should be used for testing purposes.
///< \sa AK::SoundEngine::Init
typedef enum AkAudioAPIMac
{
	AkAudioAPI_AVAudioEngine    = 1 << 0,                                 ///< Use AVFoundation framework (modern, has more capabilities, available only for macOS 10.15 or above)
	AkAudioAPI_AudioUnit        = 1 << 1,                                 ///< Use AudioUnit framework (basic functionality, compatible with all macOS devices)
	AkAudioAPI_Default = AkAudioAPI_AVAudioEngine | AkAudioAPI_AudioUnit, ///< Default value, will select the more appropriate API (AVAudioEngine for compatible devices, AudioUnit for others)
} AkAudioAPI;

/// Platform specific initialization settings
/// \sa AK::SoundEngine::Init
/// \sa AK::SoundEngine::GetDefaultPlatformInitSettings
struct AkPlatformInitSettings
{
	// Threading model.
    AkThreadProperties  threadLEngine;			///< Lower engine threading properties
	AkThreadProperties  threadOutputMgr;		///< Ouput thread threading properties
	AkThreadProperties  threadBankManager;		///< Bank manager threading properties (its default priority is AK_THREAD_PRIORITY_NORMAL)
	AkThreadProperties  threadMonitor;			///< Monitor threading properties (its default priority is AK_THREAD_PRIORITY_ABOVENORMAL). This parameter is not used in Release build.
	
	AkUInt32			uSampleRate;			///< Sampling Rate. Default 48000 Hz
	// Voices.
	AkUInt16            uNumRefillsInVoice;		///< Number of refill buffers in voice buffer. 2 == double-buffered, defaults to 4.
	
	AkAudioAPI          eAudioAPI;  ///< Main audio API to use. Leave to AkAPI_Default for the default sink (default value).
									///< \ref AkAudioAPI
	
	AkUInt32            uNumSpatialAudioPointSources; ///< Number of Apple Spatial Audio point sources to allocate for 3D audio use (each point source is a system audio object). Default: 128
	
	bool                bVerboseSystemOutput;   ///< Print detailed system output information to the console log
};

namespace AK
{
	namespace SoundEngine
	{
		/// Get the motion device ID corresponding to a GCController player index. This device ID can be used to add/remove motion output for that gamepad.
		/// The player index is 0-based, and corresponds to a value of type GCControllerPlayerIndex in the Core.Haptics framework.
		/// \note The ID returned is unique to Wwise and does not correspond to any sensible value outside of Wwise.
		/// \return Unique device ID
		AK_EXTERNAPIFUNC(AkDeviceID, GetDeviceIDFromPlayerIndex) (int playerIndex);
	}
}

#endif //_AK_MAC_SOUND_ENGINE_H_