voirs-spatial 0.1.0-rc.1

3D spatial audio and HRTF processing for VoiRS
Documentation
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//! Console hardware and platform-specific integration
//!
//! This module provides console-specific gaming platform integration including
//! PlayStation, Xbox, and Nintendo Switch hardware interfaces and optimizations.

use super::audio::GamingAudioManager;
use super::config::GamingConfig;
use crate::memory::MemoryManager;
use crate::performance::PerformanceMetrics;
use crate::types::Position3D;
use crate::{Error, ProcessingError, Result, ValidationError};
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use std::sync::{Arc, RwLock};

/// Console platform types
#[derive(Debug, Clone, Copy, PartialEq, Eq, Hash, Serialize, Deserialize)]
pub enum ConsolePlatform {
    /// Sony PlayStation 4
    PlayStation4,
    /// Sony PlayStation 5
    PlayStation5,
    /// Microsoft Xbox One
    XboxOne,
    /// Microsoft Xbox Series X
    XboxSeriesX,
    /// Microsoft Xbox Series S
    XboxSeriesS,
    /// Nintendo Switch (Docked mode)
    NintendoSwitchDocked,
    /// Nintendo Switch (Handheld mode)
    NintendoSwitchHandheld,
}

/// Console-specific configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ConsoleConfig {
    /// Target console platform
    pub platform: ConsolePlatform,
    /// Platform-specific optimizations
    pub platform_optimizations: PlatformOptimizations,
    /// Memory constraints for the console
    pub memory_constraints: ConsoleMemoryConstraints,
    /// Audio hardware configuration
    pub audio_hardware: ConsoleAudioHardware,
    /// Performance targets
    pub performance_targets: ConsolePerformanceTargets,
    /// Development/debug settings
    pub development_settings: ConsoleDevelopmentSettings,
}

/// Platform-specific optimizations
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PlatformOptimizations {
    /// Use console-specific audio APIs
    pub use_native_audio_apis: bool,
    /// Optimize for console CPU architecture
    pub cpu_architecture_optimizations: bool,
    /// Use console-specific GPU acceleration
    pub gpu_acceleration: bool,
    /// Enable hardware audio acceleration
    pub hardware_audio_acceleration: bool,
    /// Custom memory allocation patterns
    pub custom_memory_allocation: bool,
    /// Platform-specific threading model
    pub threading_optimizations: bool,
}

/// Memory constraints for different consoles
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ConsoleMemoryConstraints {
    /// Total system memory available (MB)
    pub total_system_memory_mb: u32,
    /// Audio memory budget (MB)
    pub audio_memory_budget_mb: u32,
    /// Maximum audio sources in memory
    pub max_audio_sources_in_memory: usize,
    /// Audio streaming buffer size (samples)
    pub streaming_buffer_size: usize,
    /// Enable memory pooling
    pub enable_memory_pooling: bool,
    /// Garbage collection settings
    pub gc_settings: GarbageCollectionSettings,
}

/// Garbage collection settings for managed memory
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct GarbageCollectionSettings {
    /// Enable automatic garbage collection
    pub auto_gc: bool,
    /// GC trigger threshold (MB)
    pub gc_threshold_mb: u32,
    /// Maximum GC pause time (ms)
    pub max_gc_pause_ms: f32,
    /// Prefer throughput over low latency
    pub prefer_throughput: bool,
}

/// Console audio hardware configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ConsoleAudioHardware {
    /// Number of hardware audio channels
    pub hardware_channels: u32,
    /// Hardware sample rate
    pub hardware_sample_rate: u32,
    /// Hardware bit depth
    pub hardware_bit_depth: u16,
    /// Hardware mixer capabilities
    pub hardware_mixer: HardwareMixerCapabilities,
    /// Audio output configuration
    pub output_configuration: AudioOutputConfiguration,
    /// Hardware effects support
    pub hardware_effects: HardwareEffectsSupport,
}

/// Hardware mixer capabilities
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct HardwareMixerCapabilities {
    /// Number of hardware mixing channels
    pub mixer_channels: u32,
    /// Hardware volume control
    pub hardware_volume_control: bool,
    /// Hardware 3D positioning
    pub hardware_3d_positioning: bool,
    /// Hardware reverb processing
    pub hardware_reverb: bool,
    /// Hardware EQ support
    pub hardware_eq: bool,
}

/// Audio output configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct AudioOutputConfiguration {
    /// Output format (Stereo, 5.1, 7.1, etc.)
    pub output_format: AudioOutputFormat,
    /// Support for spatial audio formats (Dolby Atmos, DTS:X, etc.)
    pub spatial_audio_support: SpatialAudioSupport,
    /// HDMI audio capabilities
    pub hdmi_audio: HdmiAudioCapabilities,
    /// Headphone support
    pub headphone_support: HeadphoneSupport,
}

/// Audio output formats
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
pub enum AudioOutputFormat {
    /// Stereo (2.0)
    Stereo,
    /// Surround 5.1
    Surround51,
    /// Surround 7.1
    Surround71,
    /// Dolby Atmos
    DolbyAtmos,
    /// DTS:X
    DtsX,
    /// Custom multichannel
    Custom(u32),
}

/// Spatial audio format support
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SpatialAudioSupport {
    /// Dolby Atmos supported
    pub dolby_atmos: bool,
    /// DTS:X supported
    pub dts_x: bool,
    /// Sony 360 Reality Audio
    pub sony_360_audio: bool,
    /// Windows Sonic
    pub windows_sonic: bool,
    /// Custom spatial formats
    pub custom_formats: Vec<String>,
}

/// HDMI audio capabilities
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct HdmiAudioCapabilities {
    /// HDMI ARC support
    pub arc_support: bool,
    /// HDMI eARC support
    pub earc_support: bool,
    /// Supported sample rates
    pub supported_sample_rates: Vec<u32>,
    /// Supported bit depths
    pub supported_bit_depths: Vec<u16>,
    /// Passthrough support
    pub passthrough_support: bool,
}

/// Headphone support configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct HeadphoneSupport {
    /// Built-in headphone spatial processing
    pub builtin_spatial_processing: bool,
    /// Custom HRTF support
    pub custom_hrtf_support: bool,
    /// Headphone EQ support
    pub headphone_eq: bool,
    /// Virtual surround support
    pub virtual_surround: bool,
}

/// Hardware effects support
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct HardwareEffectsSupport {
    /// Hardware reverb engines
    pub reverb_engines: u32,
    /// Hardware chorus/delay effects
    pub chorus_delay_effects: bool,
    /// Hardware distortion effects
    pub distortion_effects: bool,
    /// Custom effect slots
    pub custom_effect_slots: u32,
    /// Real-time parameter control
    pub realtime_parameter_control: bool,
}

/// Console performance targets
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ConsolePerformanceTargets {
    /// Target frame rate for audio processing
    pub audio_frame_rate: u32,
    /// Maximum audio processing latency (ms)
    pub max_audio_latency_ms: f32,
    /// CPU budget for audio (percentage)
    pub cpu_budget_percent: f32,
    /// Memory budget for audio (MB)
    pub memory_budget_mb: u32,
    /// Target number of simultaneous sources
    pub target_source_count: u32,
    /// Quality vs performance trade-off (0.0-1.0)
    pub quality_vs_performance: f32,
}

/// Development and debugging settings
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ConsoleDevelopmentSettings {
    /// Enable profiling and metrics collection
    pub enable_profiling: bool,
    /// Enable debug audio visualization
    pub debug_audio_visualization: bool,
    /// Enable performance warnings
    pub performance_warnings: bool,
    /// Log level for audio system
    pub log_level: LogLevel,
    /// Enable development tools integration
    pub dev_tools_integration: bool,
    /// Hot-reload support for audio assets
    pub hot_reload_support: bool,
}

/// Logging levels
#[derive(Debug, Clone, Copy, Serialize, Deserialize)]
pub enum LogLevel {
    /// No logging
    None,
    /// Error messages only
    Error,
    /// Warnings and errors
    Warning,
    /// Info, warnings, and errors
    Info,
    /// Debug information
    Debug,
    /// Verbose debugging
    Verbose,
}

/// Console-specific audio manager
pub struct ConsoleAudioManager {
    /// Base gaming manager
    base_manager: GamingAudioManager,
    /// Console configuration
    console_config: ConsoleConfig,
    /// Platform-specific state
    platform_state: Arc<RwLock<PlatformState>>,
    /// Console-specific memory manager
    memory_manager: Arc<RwLock<MemoryManager>>,
    /// Hardware interface
    hardware_interface: Box<dyn ConsoleHardwareInterface + Send + Sync>,
    /// Performance monitor
    performance_monitor: ConsolePerformanceMonitor,
}

/// Platform-specific state
#[derive(Debug, Default)]
pub struct PlatformState {
    /// Hardware audio channels in use
    pub hardware_channels_used: HashMap<u32, bool>,
    /// Current memory usage
    pub current_memory_usage_mb: f32,
    /// Active hardware effects
    pub active_hardware_effects: Vec<u32>,
    /// Platform-specific resources
    pub platform_resources: HashMap<String, Vec<u8>>,
    /// Thermal state (for performance throttling)
    pub thermal_state: ThermalState,
}

/// Console thermal state
#[derive(Debug, Clone, Copy, Default)]
pub enum ThermalState {
    /// Normal operating temperature
    #[default]
    Normal,
    /// Slightly elevated temperature
    Warm,
    /// High temperature, may need to reduce performance
    Hot,
    /// Critical temperature, must reduce performance
    Critical,
}

/// Console hardware interface trait
pub trait ConsoleHardwareInterface {
    /// Initialize hardware audio system
    fn initialize(&mut self) -> Result<()>;

    /// Allocate hardware audio channel
    fn allocate_channel(&mut self) -> Result<u32>;

    /// Release hardware audio channel
    fn release_channel(&mut self, channel_id: u32) -> Result<()>;

    /// Set hardware mixer parameters
    fn set_mixer_parameters(&mut self, channel_id: u32, params: &HardwareMixerParams)
        -> Result<()>;

    /// Process audio through hardware
    fn process_audio(&mut self, input: &[f32], output: &mut [f32]) -> Result<()>;

    /// Get hardware capabilities
    fn get_capabilities(&self) -> HardwareCapabilities;

    /// Get current resource usage
    fn get_resource_usage(&self) -> HardwareResourceUsage;

    /// Enable/disable hardware effects
    fn set_hardware_effects(&mut self, effects: &[HardwareEffect]) -> Result<()>;
}

/// Hardware mixer parameters
#[derive(Debug, Clone)]
pub struct HardwareMixerParams {
    /// Volume level (0.0-1.0)
    pub volume: f32,
    /// Pan position (-1.0 to 1.0)
    pub pan: f32,
    /// 3D position (if supported)
    pub position_3d: Option<Position3D>,
    /// Reverb send level
    pub reverb_send: f32,
    /// EQ parameters
    pub eq_params: EqualizerParams,
}

/// Equalizer parameters
#[derive(Debug, Clone)]
pub struct EqualizerParams {
    /// Low frequency gain (-24.0 to 24.0 dB)
    pub low_gain: f32,
    /// Mid frequency gain (-24.0 to 24.0 dB)
    pub mid_gain: f32,
    /// High frequency gain (-24.0 to 24.0 dB)
    pub high_gain: f32,
    /// Low frequency cutoff
    pub low_freq: f32,
    /// High frequency cutoff
    pub high_freq: f32,
}

/// Hardware capabilities
#[derive(Debug, Clone)]
pub struct HardwareCapabilities {
    /// Maximum number of hardware channels
    pub max_hardware_channels: u32,
    /// Hardware sample rates supported
    pub supported_sample_rates: Vec<u32>,
    /// Hardware effects available
    pub available_effects: Vec<HardwareEffect>,
    /// 3D audio hardware support
    pub hardware_3d_support: bool,
    /// Hardware mixing capabilities
    pub hardware_mixing: bool,
}

/// Hardware resource usage
#[derive(Debug, Clone, Default)]
pub struct HardwareResourceUsage {
    /// CPU usage by audio hardware (percentage)
    pub cpu_usage_percent: f32,
    /// Memory usage by audio hardware (MB)
    pub memory_usage_mb: f32,
    /// Number of active hardware channels
    pub active_channels: u32,
    /// Hardware processing latency (ms)
    pub processing_latency_ms: f32,
}

/// Hardware effects
#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum HardwareEffect {
    /// Hardware reverb
    Reverb,
    /// Hardware chorus
    Chorus,
    /// Hardware delay/echo
    Delay,
    /// Hardware distortion
    Distortion,
    /// Hardware compressor
    Compressor,
    /// Hardware EQ
    Equalizer,
    /// Custom effect
    Custom(u32),
}

/// Console performance monitor
pub struct ConsolePerformanceMonitor {
    /// Platform-specific metrics
    platform_metrics: Arc<RwLock<PlatformMetrics>>,
    /// Performance history
    performance_history: Arc<RwLock<Vec<PerformanceSnapshot>>>,
    /// Thermal monitoring
    thermal_monitor: ThermalMonitor,
}

/// Platform-specific performance metrics
#[derive(Debug, Clone, Default)]
pub struct PlatformMetrics {
    /// Hardware audio processing time (ms)
    pub hardware_processing_time_ms: f32,
    /// Hardware memory usage (MB)
    pub hardware_memory_usage_mb: f32,
    /// Hardware channel utilization (percentage)
    pub hardware_channel_utilization: f32,
    /// Console-specific CPU usage
    pub console_cpu_usage: f32,
    /// Console-specific GPU usage
    pub console_gpu_usage: f32,
    /// Platform API call overhead (ms)
    pub platform_api_overhead_ms: f32,
}

/// Performance snapshot for historical analysis
#[derive(Debug, Clone)]
pub struct PerformanceSnapshot {
    /// Timestamp of snapshot
    pub timestamp: std::time::Instant,
    /// Performance metrics at this time
    pub metrics: PlatformMetrics,
    /// System state
    pub system_state: SystemState,
}

/// System state snapshot
#[derive(Debug, Clone)]
pub struct SystemState {
    /// Current thermal state
    pub thermal_state: ThermalState,
    /// Memory pressure level
    pub memory_pressure: f32,
    /// Active game state
    pub game_state: GameState,
    /// Network activity level
    pub network_activity: f32,
}

/// Game state for performance context
#[derive(Debug, Clone, Copy)]
pub enum GameState {
    /// Main menu
    MainMenu,
    /// Loading screen
    Loading,
    /// In-game (low activity)
    InGameLow,
    /// In-game (medium activity)
    InGameMedium,
    /// In-game (high activity)
    InGameHigh,
    /// Cutscene/video
    Cutscene,
    /// Paused
    Paused,
}

/// Thermal monitoring system
pub struct ThermalMonitor {
    /// Current temperature readings
    temperature_sensors: HashMap<String, f32>,
    /// Thermal history
    thermal_history: Vec<ThermalReading>,
    /// Thermal thresholds
    thermal_thresholds: ThermalThresholds,
}

/// Thermal sensor reading
#[derive(Debug, Clone)]
pub struct ThermalReading {
    /// Timestamp
    pub timestamp: std::time::Instant,
    /// Sensor readings (sensor name -> temperature)
    pub readings: HashMap<String, f32>,
    /// Overall thermal state
    pub thermal_state: ThermalState,
}

/// Thermal thresholds for different states
#[derive(Debug, Clone)]
pub struct ThermalThresholds {
    /// Normal to warm threshold (°C)
    pub normal_to_warm: f32,
    /// Warm to hot threshold (°C)
    pub warm_to_hot: f32,
    /// Hot to critical threshold (°C)
    pub hot_to_critical: f32,
}

/// Console-specific implementations for different platforms
impl ConsoleConfig {
    /// Create PlayStation 4 optimized configuration
    pub fn playstation4() -> Self {
        Self {
            platform: ConsolePlatform::PlayStation4,
            platform_optimizations: PlatformOptimizations {
                use_native_audio_apis: true,
                cpu_architecture_optimizations: true,
                gpu_acceleration: true,
                hardware_audio_acceleration: true,
                custom_memory_allocation: true,
                threading_optimizations: true,
            },
            memory_constraints: ConsoleMemoryConstraints {
                total_system_memory_mb: 8192, // 8GB total
                audio_memory_budget_mb: 512,  // 512MB for audio
                max_audio_sources_in_memory: 256,
                streaming_buffer_size: 4096,
                enable_memory_pooling: true,
                gc_settings: GarbageCollectionSettings {
                    auto_gc: true,
                    gc_threshold_mb: 64,
                    max_gc_pause_ms: 5.0,
                    prefer_throughput: false,
                },
            },
            audio_hardware: ConsoleAudioHardware {
                hardware_channels: 32,
                hardware_sample_rate: 48000,
                hardware_bit_depth: 16,
                hardware_mixer: HardwareMixerCapabilities {
                    mixer_channels: 32,
                    hardware_volume_control: true,
                    hardware_3d_positioning: true,
                    hardware_reverb: true,
                    hardware_eq: true,
                },
                output_configuration: AudioOutputConfiguration {
                    output_format: AudioOutputFormat::Surround71,
                    spatial_audio_support: SpatialAudioSupport {
                        dolby_atmos: false,
                        dts_x: false,
                        sony_360_audio: true,
                        windows_sonic: false,
                        custom_formats: vec!["PlayStation3D".to_string()],
                    },
                    hdmi_audio: HdmiAudioCapabilities {
                        arc_support: true,
                        earc_support: false,
                        supported_sample_rates: vec![44100, 48000, 96000],
                        supported_bit_depths: vec![16, 24],
                        passthrough_support: true,
                    },
                    headphone_support: HeadphoneSupport {
                        builtin_spatial_processing: true,
                        custom_hrtf_support: true,
                        headphone_eq: true,
                        virtual_surround: true,
                    },
                },
                hardware_effects: HardwareEffectsSupport {
                    reverb_engines: 4,
                    chorus_delay_effects: true,
                    distortion_effects: true,
                    custom_effect_slots: 8,
                    realtime_parameter_control: true,
                },
            },
            performance_targets: ConsolePerformanceTargets {
                audio_frame_rate: 60,
                max_audio_latency_ms: 33.0,
                cpu_budget_percent: 15.0,
                memory_budget_mb: 512,
                target_source_count: 64,
                quality_vs_performance: 0.8,
            },
            development_settings: ConsoleDevelopmentSettings {
                enable_profiling: false,
                debug_audio_visualization: false,
                performance_warnings: true,
                log_level: LogLevel::Warning,
                dev_tools_integration: false,
                hot_reload_support: false,
            },
        }
    }

    /// Create PlayStation 5 optimized configuration
    pub fn playstation5() -> Self {
        let mut config = Self::playstation4();
        config.platform = ConsolePlatform::PlayStation5;
        config.memory_constraints.total_system_memory_mb = 16384; // 16GB
        config.memory_constraints.audio_memory_budget_mb = 1024; // 1GB for audio
        config
            .audio_hardware
            .output_configuration
            .spatial_audio_support
            .dolby_atmos = true;
        config
            .audio_hardware
            .output_configuration
            .hdmi_audio
            .earc_support = true;
        config.performance_targets.audio_frame_rate = 120;
        config.performance_targets.max_audio_latency_ms = 16.0;
        config.performance_targets.target_source_count = 128;
        config
    }

    /// Create Xbox Series X optimized configuration
    pub fn xbox_series_x() -> Self {
        Self {
            platform: ConsolePlatform::XboxSeriesX,
            platform_optimizations: PlatformOptimizations {
                use_native_audio_apis: true,
                cpu_architecture_optimizations: true,
                gpu_acceleration: true,
                hardware_audio_acceleration: true,
                custom_memory_allocation: true,
                threading_optimizations: true,
            },
            memory_constraints: ConsoleMemoryConstraints {
                total_system_memory_mb: 16384, // 16GB total
                audio_memory_budget_mb: 1024,  // 1GB for audio
                max_audio_sources_in_memory: 512,
                streaming_buffer_size: 4096,
                enable_memory_pooling: true,
                gc_settings: GarbageCollectionSettings {
                    auto_gc: true,
                    gc_threshold_mb: 128,
                    max_gc_pause_ms: 3.0,
                    prefer_throughput: true,
                },
            },
            audio_hardware: ConsoleAudioHardware {
                hardware_channels: 64,
                hardware_sample_rate: 48000,
                hardware_bit_depth: 24,
                hardware_mixer: HardwareMixerCapabilities {
                    mixer_channels: 64,
                    hardware_volume_control: true,
                    hardware_3d_positioning: true,
                    hardware_reverb: true,
                    hardware_eq: true,
                },
                output_configuration: AudioOutputConfiguration {
                    output_format: AudioOutputFormat::DolbyAtmos,
                    spatial_audio_support: SpatialAudioSupport {
                        dolby_atmos: true,
                        dts_x: true,
                        sony_360_audio: false,
                        windows_sonic: true,
                        custom_formats: vec!["XboxSpatial".to_string()],
                    },
                    hdmi_audio: HdmiAudioCapabilities {
                        arc_support: true,
                        earc_support: true,
                        supported_sample_rates: vec![44100, 48000, 96000, 192000],
                        supported_bit_depths: vec![16, 24, 32],
                        passthrough_support: true,
                    },
                    headphone_support: HeadphoneSupport {
                        builtin_spatial_processing: true,
                        custom_hrtf_support: true,
                        headphone_eq: true,
                        virtual_surround: true,
                    },
                },
                hardware_effects: HardwareEffectsSupport {
                    reverb_engines: 8,
                    chorus_delay_effects: true,
                    distortion_effects: true,
                    custom_effect_slots: 16,
                    realtime_parameter_control: true,
                },
            },
            performance_targets: ConsolePerformanceTargets {
                audio_frame_rate: 120,
                max_audio_latency_ms: 16.0,
                cpu_budget_percent: 10.0,
                memory_budget_mb: 1024,
                target_source_count: 128,
                quality_vs_performance: 0.9,
            },
            development_settings: ConsoleDevelopmentSettings {
                enable_profiling: false,
                debug_audio_visualization: false,
                performance_warnings: true,
                log_level: LogLevel::Warning,
                dev_tools_integration: true,
                hot_reload_support: true,
            },
        }
    }

    /// Create Nintendo Switch (docked) optimized configuration
    pub fn nintendo_switch_docked() -> Self {
        Self {
            platform: ConsolePlatform::NintendoSwitchDocked,
            platform_optimizations: PlatformOptimizations {
                use_native_audio_apis: true,
                cpu_architecture_optimizations: true,
                gpu_acceleration: false, // Limited GPU resources
                hardware_audio_acceleration: false,
                custom_memory_allocation: true,
                threading_optimizations: true,
            },
            memory_constraints: ConsoleMemoryConstraints {
                total_system_memory_mb: 4096, // 4GB total
                audio_memory_budget_mb: 256,  // 256MB for audio
                max_audio_sources_in_memory: 64,
                streaming_buffer_size: 2048,
                enable_memory_pooling: true,
                gc_settings: GarbageCollectionSettings {
                    auto_gc: true,
                    gc_threshold_mb: 32,
                    max_gc_pause_ms: 10.0,
                    prefer_throughput: false,
                },
            },
            audio_hardware: ConsoleAudioHardware {
                hardware_channels: 16,
                hardware_sample_rate: 48000,
                hardware_bit_depth: 16,
                hardware_mixer: HardwareMixerCapabilities {
                    mixer_channels: 16,
                    hardware_volume_control: true,
                    hardware_3d_positioning: false,
                    hardware_reverb: false,
                    hardware_eq: false,
                },
                output_configuration: AudioOutputConfiguration {
                    output_format: AudioOutputFormat::Stereo,
                    spatial_audio_support: SpatialAudioSupport {
                        dolby_atmos: false,
                        dts_x: false,
                        sony_360_audio: false,
                        windows_sonic: false,
                        custom_formats: vec!["NintendoSpatial".to_string()],
                    },
                    hdmi_audio: HdmiAudioCapabilities {
                        arc_support: false,
                        earc_support: false,
                        supported_sample_rates: vec![48000],
                        supported_bit_depths: vec![16],
                        passthrough_support: false,
                    },
                    headphone_support: HeadphoneSupport {
                        builtin_spatial_processing: true,
                        custom_hrtf_support: false,
                        headphone_eq: false,
                        virtual_surround: false,
                    },
                },
                hardware_effects: HardwareEffectsSupport {
                    reverb_engines: 0,
                    chorus_delay_effects: false,
                    distortion_effects: false,
                    custom_effect_slots: 0,
                    realtime_parameter_control: false,
                },
            },
            performance_targets: ConsolePerformanceTargets {
                audio_frame_rate: 60,
                max_audio_latency_ms: 50.0,
                cpu_budget_percent: 20.0,
                memory_budget_mb: 256,
                target_source_count: 32,
                quality_vs_performance: 0.6,
            },
            development_settings: ConsoleDevelopmentSettings {
                enable_profiling: false,
                debug_audio_visualization: false,
                performance_warnings: true,
                log_level: LogLevel::Error,
                dev_tools_integration: false,
                hot_reload_support: false,
            },
        }
    }
}

impl ConsoleAudioManager {
    /// Create a new console audio manager
    pub async fn new_with_console_config(
        base_config: GamingConfig,
        console_config: ConsoleConfig,
    ) -> Result<Self> {
        let base_manager = GamingAudioManager::new(base_config).await?;
        let memory_manager = Arc::new(RwLock::new(MemoryManager::default()));
        let hardware_interface = Self::create_hardware_interface(&console_config)?;
        let performance_monitor = ConsolePerformanceMonitor::new(&console_config);

        Ok(Self {
            base_manager,
            console_config,
            platform_state: Arc::new(RwLock::new(PlatformState::default())),
            memory_manager,
            hardware_interface,
            performance_monitor,
        })
    }

    /// Create platform-specific hardware interface
    fn create_hardware_interface(
        config: &ConsoleConfig,
    ) -> Result<Box<dyn ConsoleHardwareInterface + Send + Sync>> {
        match config.platform {
            ConsolePlatform::PlayStation4 | ConsolePlatform::PlayStation5 => {
                Ok(Box::new(PlayStationHardwareInterface::new(config)?))
            }
            ConsolePlatform::XboxOne
            | ConsolePlatform::XboxSeriesX
            | ConsolePlatform::XboxSeriesS => Ok(Box::new(XboxHardwareInterface::new(config)?)),
            ConsolePlatform::NintendoSwitchDocked | ConsolePlatform::NintendoSwitchHandheld => {
                Ok(Box::new(NintendoSwitchHardwareInterface::new(config)?))
            }
        }
    }

    /// Get console-specific performance metrics
    pub fn get_console_metrics(&self) -> Result<PlatformMetrics> {
        let metrics = self
            .performance_monitor
            .platform_metrics
            .read()
            .map_err(|_| Error::LegacyAudio("Platform metrics lock poisoned".to_string()))?;
        Ok(metrics.clone())
    }

    /// Update thermal state and adjust performance accordingly
    pub fn update_thermal_state(&mut self, thermal_state: ThermalState) -> Result<()> {
        {
            let mut state = self
                .platform_state
                .write()
                .map_err(|_| Error::LegacyAudio("Platform state lock poisoned".to_string()))?;
            state.thermal_state = thermal_state;
        }

        // Adjust performance based on thermal state
        match thermal_state {
            ThermalState::Normal => {
                // Full performance
            }
            ThermalState::Warm => {
                // Slight reduction in quality
                self.console_config
                    .performance_targets
                    .quality_vs_performance *= 0.95;
            }
            ThermalState::Hot => {
                // Moderate reduction
                self.console_config
                    .performance_targets
                    .quality_vs_performance *= 0.85;
                self.console_config.performance_targets.target_source_count =
                    (self.console_config.performance_targets.target_source_count as f32 * 0.8)
                        as u32;
            }
            ThermalState::Critical => {
                // Significant reduction
                self.console_config
                    .performance_targets
                    .quality_vs_performance *= 0.7;
                self.console_config.performance_targets.target_source_count =
                    (self.console_config.performance_targets.target_source_count as f32 * 0.5)
                        as u32;
            }
        }

        Ok(())
    }
}

impl ConsolePerformanceMonitor {
    /// Create a new console performance monitor
    pub fn new(config: &ConsoleConfig) -> Self {
        Self {
            platform_metrics: Arc::new(RwLock::new(PlatformMetrics::default())),
            performance_history: Arc::new(RwLock::new(Vec::new())),
            thermal_monitor: ThermalMonitor::new(config),
        }
    }
}

impl ThermalMonitor {
    /// Create a new thermal monitor
    pub fn new(_config: &ConsoleConfig) -> Self {
        Self {
            temperature_sensors: HashMap::new(),
            thermal_history: Vec::new(),
            thermal_thresholds: ThermalThresholds {
                normal_to_warm: 60.0,
                warm_to_hot: 75.0,
                hot_to_critical: 85.0,
            },
        }
    }
}

/// PlayStation-specific hardware interface
pub struct PlayStationHardwareInterface {
    config: ConsoleConfig,
    hardware_channels: HashMap<u32, bool>,
    next_channel_id: u32,
}

impl PlayStationHardwareInterface {
    /// Create a new PlayStation hardware interface
    pub fn new(config: &ConsoleConfig) -> Result<Self> {
        Ok(Self {
            config: config.clone(),
            hardware_channels: HashMap::new(),
            next_channel_id: 0,
        })
    }
}

impl ConsoleHardwareInterface for PlayStationHardwareInterface {
    fn initialize(&mut self) -> Result<()> {
        // Initialize PlayStation audio system
        println!("Initializing PlayStation audio hardware...");

        // Reset hardware state
        self.hardware_channels.clear();
        self.next_channel_id = 0;

        // Set up default PlayStation audio configuration
        self.hardware_channels.insert(0, true); // Reserve main channel
        self.next_channel_id = 1;

        // Initialize PlayStation-specific audio hardware
        // This would interface with PlayStation SDK audio APIs in real implementation
        println!(
            "PlayStation audio system initialized with {} initial channels",
            self.hardware_channels.len()
        );

        Ok(())
    }

    fn allocate_channel(&mut self) -> Result<u32> {
        let channel_id = self.next_channel_id;
        self.hardware_channels.insert(channel_id, true);
        self.next_channel_id += 1;
        Ok(channel_id)
    }

    fn release_channel(&mut self, channel_id: u32) -> Result<()> {
        self.hardware_channels.remove(&channel_id);
        Ok(())
    }

    fn set_mixer_parameters(
        &mut self,
        channel_id: u32,
        params: &HardwareMixerParams,
    ) -> Result<()> {
        // Validate channel exists
        if !self.hardware_channels.contains_key(&channel_id) {
            return Err(Error::Validation(ValidationError::SchemaFailed {
                field: "channel_id".to_string(),
                message: format!("Channel {channel_id} not allocated"),
            }));
        }

        // Set PlayStation hardware mixer parameters
        println!("Setting PlayStation mixer parameters for channel {channel_id}");
        println!("  Volume: {:.2}", params.volume);
        println!("  Pan: {:.2}", params.pan);
        println!("  Reverb: {:.2}", params.reverb_send);
        println!("  Low-pass frequency: {:.1} Hz", params.eq_params.low_freq);
        println!(
            "  High-pass frequency: {:.1} Hz",
            params.eq_params.high_freq
        );

        // Apply PlayStation-specific audio processing
        // In real implementation, this would call PlayStation SDK mixer functions
        if params.volume > 1.0 {
            println!("Warning: PlayStation hardware may clip at volume > 1.0");
        }

        if params.pan.abs() > 1.0 {
            println!("Warning: PlayStation pan range is -1.0 to 1.0");
        }

        println!("PlayStation mixer parameters applied successfully");
        Ok(())
    }

    fn process_audio(&mut self, input: &[f32], output: &mut [f32]) -> Result<()> {
        // Process audio through PlayStation hardware
        if input.len() != output.len() {
            return Err(Error::Processing(ProcessingError::BufferSizeMismatch {
                expected: output.len(),
                actual: input.len(),
            }));
        }

        // Apply PlayStation-specific audio processing
        for (i, &sample) in input.iter().enumerate() {
            if i >= output.len() {
                break;
            }

            // Apply PlayStation hardware characteristics
            // - Slight compression for PlayStation's audio pipeline
            let compressed = if sample.abs() > 0.8 {
                sample.signum() * (0.8 + (sample.abs() - 0.8) * 0.5)
            } else {
                sample
            };

            // Apply PlayStation's characteristic warm sound
            let warmed = compressed * 0.98; // Slight gain reduction

            output[i] = warmed.clamp(-1.0, 1.0);
        }

        // Log processing stats for debugging
        if !input.is_empty() {
            let max_input = input.iter().map(|x| x.abs()).fold(0.0, f32::max);
            let max_output = output.iter().map(|x| x.abs()).fold(0.0, f32::max);

            if max_input > 0.95 || max_output > 0.95 {
                println!(
                    "PlayStation audio processing: high level detected (in: {max_input:.3}, out: {max_output:.3})"
                );
            }
        }

        Ok(())
    }

    fn get_capabilities(&self) -> HardwareCapabilities {
        HardwareCapabilities {
            max_hardware_channels: self.config.audio_hardware.hardware_channels,
            supported_sample_rates: vec![44100, 48000, 96000],
            available_effects: vec![HardwareEffect::Reverb, HardwareEffect::Equalizer],
            hardware_3d_support: true,
            hardware_mixing: true,
        }
    }

    fn get_resource_usage(&self) -> HardwareResourceUsage {
        HardwareResourceUsage {
            cpu_usage_percent: 5.0,
            memory_usage_mb: 32.0,
            active_channels: self.hardware_channels.len() as u32,
            processing_latency_ms: 2.0,
        }
    }

    fn set_hardware_effects(&mut self, effects: &[HardwareEffect]) -> Result<()> {
        // Set PlayStation hardware effects
        println!(
            "Applying {} hardware effects to PlayStation audio system",
            effects.len()
        );

        for (i, effect) in effects.iter().enumerate() {
            match effect {
                HardwareEffect::Reverb => {
                    println!("  Effect {i}: Reverb (hardware reverb)");

                    // PlayStation has excellent hardware reverb support
                    println!("    PlayStation hardware reverb enabled");
                }
                HardwareEffect::Delay => {
                    println!("  Effect {i}: Delay (hardware delay)");

                    // PlayStation supports up to 1000ms delay in hardware
                    println!("    PlayStation hardware delay enabled (max 1000ms)");
                }
                HardwareEffect::Chorus => {
                    println!("  Effect {i}: Chorus (hardware chorus)");
                }
                HardwareEffect::Distortion => {
                    println!("  Effect {i}: Distortion (hardware distortion)");

                    // PlayStation distortion is CPU-based, not hardware accelerated
                    println!("    Note: PlayStation distortion processed in software");
                }
                HardwareEffect::Equalizer => {
                    println!("  Effect {i}: EQ (hardware equalizer)");
                }
                HardwareEffect::Compressor => {
                    println!("  Effect {i}: Compressor (hardware compressor)");
                }
                HardwareEffect::Custom(id) => {
                    println!("  Effect {i}: Custom effect ID {id}");
                }
            }
        }

        // Apply effects to PlayStation hardware
        println!("PlayStation hardware effects configured successfully");
        Ok(())
    }
}

/// Xbox-specific hardware interface
pub struct XboxHardwareInterface {
    config: ConsoleConfig,
    hardware_channels: HashMap<u32, bool>,
    next_channel_id: u32,
}

impl XboxHardwareInterface {
    /// Create a new Xbox hardware interface
    pub fn new(config: &ConsoleConfig) -> Result<Self> {
        Ok(Self {
            config: config.clone(),
            hardware_channels: HashMap::new(),
            next_channel_id: 0,
        })
    }
}

impl ConsoleHardwareInterface for XboxHardwareInterface {
    fn initialize(&mut self) -> Result<()> {
        // Initialize Xbox audio system
        println!("Initializing Xbox audio hardware...");

        // Reset hardware state
        self.hardware_channels.clear();
        self.next_channel_id = 0;

        // Xbox supports more hardware channels than PlayStation
        for i in 0..8 {
            self.hardware_channels.insert(i, false); // Mark as available
        }
        self.next_channel_id = 8;

        // Initialize Xbox-specific audio features
        // This would interface with Xbox GDK audio APIs in real implementation
        println!(
            "Xbox audio system initialized with {} hardware channels",
            self.hardware_channels.len()
        );
        println!("Xbox Spatial Audio and Project Acoustics support enabled");

        Ok(())
    }

    fn allocate_channel(&mut self) -> Result<u32> {
        let channel_id = self.next_channel_id;
        self.hardware_channels.insert(channel_id, true);
        self.next_channel_id += 1;
        Ok(channel_id)
    }

    fn release_channel(&mut self, channel_id: u32) -> Result<()> {
        self.hardware_channels.remove(&channel_id);
        Ok(())
    }

    fn set_mixer_parameters(
        &mut self,
        channel_id: u32,
        params: &HardwareMixerParams,
    ) -> Result<()> {
        // Validate channel exists
        if !self.hardware_channels.contains_key(&channel_id) {
            return Err(Error::Validation(ValidationError::SchemaFailed {
                field: "channel_id".to_string(),
                message: format!("Channel {channel_id} not allocated"),
            }));
        }

        // Set Xbox hardware mixer parameters
        println!("Setting Xbox mixer parameters for channel {channel_id}");
        println!("  Volume: {:.2}", params.volume);
        println!("  Pan: {:.2}", params.pan);
        println!("  Reverb: {:.2}", params.reverb_send);
        println!("  Low-pass frequency: {:.1} Hz", params.eq_params.low_freq);
        println!(
            "  High-pass frequency: {:.1} Hz",
            params.eq_params.high_freq
        );

        // Apply Xbox-specific audio processing features
        // Xbox has excellent support for high sample rates and spatial audio
        if params.volume > 2.0 {
            println!("Warning: Xbox hardware supports volume boost up to 2.0");
        }

        // Xbox supports wider frequency range
        if params.eq_params.low_freq > 20000.0 {
            println!("Xbox hardware supports extended frequency response up to 20kHz");
        }

        // Xbox Spatial Audio integration
        if params.reverb_send > 0.5 {
            println!("Xbox Spatial Audio reverb processing enabled");
        }

        println!("Xbox mixer parameters applied with Spatial Audio support");
        Ok(())
    }

    fn process_audio(&mut self, input: &[f32], output: &mut [f32]) -> Result<()> {
        // Process audio through Xbox hardware
        if input.len() != output.len() {
            return Err(Error::Processing(ProcessingError::BufferSizeMismatch {
                expected: output.len(),
                actual: input.len(),
            }));
        }

        // Apply Xbox-specific audio processing
        for (i, &sample) in input.iter().enumerate() {
            if i >= output.len() {
                break;
            }

            // Xbox has high-quality DACs with wider dynamic range
            let mut processed = sample;

            // Apply Xbox Spatial Audio processing
            // - Enhanced dynamic range
            // - Better signal-to-noise ratio
            processed *= 1.02; // Slight gain increase for Xbox's headroom

            // Xbox has excellent low-noise floor
            if processed.abs() < 0.001 {
                processed = 0.0; // Digital silence for noise floor
            }

            // Xbox supports higher dynamic range without compression
            let final_sample = processed.clamp(-1.2, 1.2).clamp(-1.0, 1.0);

            output[i] = final_sample;
        }

        // Xbox-specific processing statistics
        if !input.is_empty() {
            let rms = (input.iter().map(|x| x * x).sum::<f32>() / input.len() as f32).sqrt();
            let peak = input.iter().map(|x| x.abs()).fold(0.0, f32::max);

            if peak > 0.98 {
                println!("Xbox audio processing: near-peak signal detected (RMS: {rms:.3}, Peak: {peak:.3})");
            }
        }

        Ok(())
    }

    fn get_capabilities(&self) -> HardwareCapabilities {
        HardwareCapabilities {
            max_hardware_channels: self.config.audio_hardware.hardware_channels,
            supported_sample_rates: vec![44100, 48000, 96000, 192000],
            available_effects: vec![
                HardwareEffect::Reverb,
                HardwareEffect::Chorus,
                HardwareEffect::Delay,
                HardwareEffect::Equalizer,
            ],
            hardware_3d_support: true,
            hardware_mixing: true,
        }
    }

    fn get_resource_usage(&self) -> HardwareResourceUsage {
        HardwareResourceUsage {
            cpu_usage_percent: 3.0,
            memory_usage_mb: 64.0,
            active_channels: self.hardware_channels.len() as u32,
            processing_latency_ms: 1.5,
        }
    }

    fn set_hardware_effects(&mut self, effects: &[HardwareEffect]) -> Result<()> {
        // Set Xbox hardware effects
        println!(
            "Applying {} hardware effects to Xbox audio system",
            effects.len()
        );

        for (i, effect) in effects.iter().enumerate() {
            match effect {
                HardwareEffect::Reverb => {
                    println!("  Effect {i}: Xbox Spatial Audio Reverb");

                    // Xbox Spatial Audio has advanced reverb processing
                    println!("    Xbox Spatial Audio reverb engine engaged");
                    println!("    Xbox supports large room reverb simulation");
                }
                HardwareEffect::Delay => {
                    println!("  Effect {i}: Hardware Delay");

                    // Xbox supports very long delay times in hardware
                    println!("    Xbox hardware supports up to 2000ms delay");
                }
                HardwareEffect::Chorus => {
                    println!("  Effect {i}: Hardware Chorus");

                    // Xbox has dedicated chorus processing
                    println!("    Xbox hardware chorus processor engaged");
                }
                HardwareEffect::Distortion => {
                    println!("  Effect {i}: Distortion");

                    // Xbox supports hardware-accelerated distortion
                    println!("    Xbox hardware distortion unit activated");
                }
                HardwareEffect::Equalizer => {
                    println!("  Effect {i}: Hardware EQ (equalizer)");

                    // Xbox has multi-band hardware EQ
                    println!("    Xbox hardware EQ with extended frequency response");
                }
                HardwareEffect::Compressor => {
                    println!("  Effect {i}: Hardware Compressor");

                    // Xbox has dedicated hardware compressor
                    println!("    Xbox hardware compressor with lookahead");
                }
                HardwareEffect::Custom(id) => {
                    println!("  Effect {i}: Custom Xbox effect ID {id}");
                }
            }
        }

        // Apply effects with Xbox-specific optimizations
        println!("Xbox hardware effects configured with Spatial Audio integration");
        println!("Project Acoustics ready for environmental audio processing");
        Ok(())
    }
}

/// Nintendo Switch-specific hardware interface
pub struct NintendoSwitchHardwareInterface {
    config: ConsoleConfig,
    hardware_channels: HashMap<u32, bool>,
    next_channel_id: u32,
}

impl NintendoSwitchHardwareInterface {
    /// Create a new Nintendo Switch hardware interface
    pub fn new(config: &ConsoleConfig) -> Result<Self> {
        Ok(Self {
            config: config.clone(),
            hardware_channels: HashMap::new(),
            next_channel_id: 0,
        })
    }
}

impl ConsoleHardwareInterface for NintendoSwitchHardwareInterface {
    fn initialize(&mut self) -> Result<()> {
        // Initialize Nintendo Switch audio system
        println!("Initializing Nintendo Switch audio hardware...");

        // Reset hardware state
        self.hardware_channels.clear();
        self.next_channel_id = 0;

        // Nintendo Switch has fewer hardware channels but efficient processing
        for i in 0..4 {
            self.hardware_channels.insert(i, false); // Mark as available
        }
        self.next_channel_id = 4;

        // Initialize Nintendo Switch-specific audio features
        // This would interface with Nintendo Switch SDK audio APIs in real implementation
        println!(
            "Nintendo Switch audio system initialized with {} hardware channels",
            self.hardware_channels.len()
        );
        println!("Nintendo Switch portable/docked audio routing configured");

        Ok(())
    }

    fn allocate_channel(&mut self) -> Result<u32> {
        let channel_id = self.next_channel_id;
        self.hardware_channels.insert(channel_id, true);
        self.next_channel_id += 1;
        Ok(channel_id)
    }

    fn release_channel(&mut self, channel_id: u32) -> Result<()> {
        self.hardware_channels.remove(&channel_id);
        Ok(())
    }

    fn set_mixer_parameters(
        &mut self,
        channel_id: u32,
        params: &HardwareMixerParams,
    ) -> Result<()> {
        // Validate channel exists
        if !self.hardware_channels.contains_key(&channel_id) {
            return Err(Error::Validation(ValidationError::SchemaFailed {
                field: "channel_id".to_string(),
                message: format!("Channel {channel_id} not allocated"),
            }));
        }

        // Set Nintendo Switch hardware mixer parameters
        println!("Setting Nintendo Switch mixer parameters for channel {channel_id}");
        println!(
            "  Volume: {:.2} (optimized for portable/docked modes)",
            params.volume
        );
        println!("  Pan: {:.2}", params.pan);
        println!(
            "  Reverb: {:.2} (limited hardware reverb)",
            params.reverb_send
        );

        // Nintendo Switch has power-efficient processing
        if params.volume > 1.5 {
            println!("Warning: Nintendo Switch optimized for volume <= 1.5 to preserve battery");
        }

        println!("Nintendo Switch mixer parameters applied with power optimization");
        Ok(())
    }

    fn process_audio(&mut self, input: &[f32], output: &mut [f32]) -> Result<()> {
        // Process audio through Nintendo Switch hardware
        if input.len() != output.len() {
            return Err(Error::Processing(ProcessingError::BufferSizeMismatch {
                expected: output.len(),
                actual: input.len(),
            }));
        }

        // Apply Nintendo Switch-specific audio processing
        for (i, &sample) in input.iter().enumerate() {
            if i >= output.len() {
                break;
            }

            // Nintendo Switch optimizes for battery life and portable use
            let mut processed = sample;

            // Apply power-efficient processing
            // - Slight compression to reduce power consumption
            // - Optimized for both portable speakers and headphones
            if processed.abs() > 0.7 {
                processed = processed.signum() * (0.7 + (processed.abs() - 0.7) * 0.6);
            }

            // Nintendo Switch characteristic sound profile
            processed *= 0.96; // Slight attenuation for battery optimization

            output[i] = processed.clamp(-1.0, 1.0);
        }

        Ok(())
    }

    fn get_capabilities(&self) -> HardwareCapabilities {
        HardwareCapabilities {
            max_hardware_channels: self.config.audio_hardware.hardware_channels,
            supported_sample_rates: vec![48000],
            available_effects: vec![], // Limited hardware effects
            hardware_3d_support: false,
            hardware_mixing: true,
        }
    }

    fn get_resource_usage(&self) -> HardwareResourceUsage {
        HardwareResourceUsage {
            cpu_usage_percent: 8.0,
            memory_usage_mb: 16.0,
            active_channels: self.hardware_channels.len() as u32,
            processing_latency_ms: 4.0,
        }
    }

    fn set_hardware_effects(&mut self, _effects: &[HardwareEffect]) -> Result<()> {
        // Limited hardware effects support
        Ok(())
    }
}