////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2004
//
//    This file is part of Scorched3D.
//
//    Scorched3D is free software; you can redistribute it and/or modify
//    it under the terms of the GNU General Public License as published by
//    the Free Software Foundation; either version 2 of the License, or
//    (at your option) any later version.
//
//    Scorched3D 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 General Public License for more details.
//
//    You should have received a copy of the GNU General Public License
//    along with Scorched3D; if not, write to the Free Software
//    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
////////////////////////////////////////////////////////////////////////////////

#if !defined(__INCLUDE_LandscapeSoundManagerh_INCLUDE__)
#define __INCLUDE_LandscapeSoundManagerh_INCLUDE__

#include <list>

class VirtualSoundSource;
class SoundBuffer;
class LandscapeSound;
class LandscapeSoundType;
class LandscapeSoundManager
{
public:
	LandscapeSoundManager();
	virtual ~LandscapeSoundManager();

	void initialize(std::list<LandscapeSound *> sounds);
	void simulate(float frameTime);
	void cleanUp();

protected:
	struct LandscapeSoundManagerEntry
	{
		LandscapeSoundManagerEntry() : 
			soundSource(0), removed(false) {}

		VirtualSoundSource *soundSource;
		LandscapeSoundType *soundType;
		void *initData;

		float timeLeft;
		bool removed;
	};

	std::list<LandscapeSoundManagerEntry> entries_;
	float lastTime_;

};

#endif // __INCLUDE_LandscapeSoundManagerh_INCLUDE__
