/* 
*   AudioPlayQueue_F32
*
*   Created: Chip Audette (OpenAudio), Feb 2017
*       Extended from on Teensy Audio Library
*
*   License: MIT License.  Use at your own risk.
* 
*/
/* Notes from Paul Stoffregen (from 4320 LED Video+Sound Project)
 * 
 * AudioPlayQueue - Play audio data provided by the Arduino sketch.
 * This object provides functions to allow the sketch code to push data
 * into the audio system.
 * 
 * getBuffer();
 * Returns a pointer to an array of 128 int16.
 * This buffer is within the audio library memory pool, providing the most
 * efficient way to input data to the audio system. The buffer is likely
 * to be populated by previously used data, so the entire 128 words should
 * be written before calling playBuffer(). Only a single buffer should be
 * requested at a time. This function may return NULL if no memory
 * is available.
 * 
 * playBuffer();
 * Transmit the buffer previously obtained from getBuffer().
 */

#ifndef play_queue_f32_h_
#define play_queue_f32_h_

#include "Arduino.h"
#include "AudioStream_F32.h"

class AudioPlayQueue_F32 : public AudioStream_F32
{
//GUI: inputs:0, outputs:1 //this line used for automatic generation of GUI node
public:
    AudioPlayQueue_F32(void) : AudioStream_F32(0, NULL),
        userblock(NULL), head(0), tail(0) { }
    AudioPlayQueue_F32(const AudioSettings_F32 &settings) : AudioStream_F32(0, NULL),
        userblock(NULL), head(0), tail(0) { }   
    //void play(int16_t data);
    //void play(const int16_t *data, uint32_t len);
    //void play(float32_t data);
    //void play(const float32_t *data, uint32_t len);
    void playAudioBlock(audio_block_f32_t *);  // Not in I16 library
    bool available(void);
    float32_t * getBuffer(void);
    void playBuffer(void);
    void stop(void);
    //bool isPlaying(void) { return playing; }
    virtual void update(void);
private:
    audio_block_f32_t *queue[32];
    audio_block_f32_t *userblock;
    volatile uint8_t head, tail;
};

#endif