voirs-spatial 0.1.0-rc.1

3D spatial audio and HRTF processing for VoiRS
Documentation
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//! Public Spaces Spatial Audio System
//!
//! This module provides spatial audio processing for large-scale public installations
//! including museums, airports, stadiums, parks, shopping centers, and other public venues.

use crate::{
    config::SpatialConfig,
    core::SpatialProcessor,
    types::{Position3D, SpatialEffect, SpatialRequest, SpatialResult},
    AudioQualitySettings, Error, Result,
};
use serde::{Deserialize, Serialize};
use std::collections::HashMap;
use tracing::{debug, info, warn};

/// Types of public spaces for acoustic modeling
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum PublicSpaceType {
    /// Museum or gallery
    Museum {
        /// Ceiling height (meters)
        ceiling_height: f32,
        /// Hard surface percentage (0.0-1.0)
        hard_surface_ratio: f32,
    },
    /// Airport terminal
    Airport {
        /// Terminal size (length, width, height in meters)
        dimensions: (f32, f32, f32),
        /// Background noise level (dB)
        background_noise_db: f32,
    },
    /// Stadium or arena
    Stadium {
        /// Seating capacity
        capacity: u32,
        /// Open-air or covered
        covered: bool,
    },
    /// Shopping center or mall
    ShoppingCenter {
        /// Number of floors
        floors: u8,
        /// Atrium presence
        has_atrium: bool,
    },
    /// Outdoor park or plaza
    OutdoorPark {
        /// Area size (square meters)
        area_sqm: f32,
        /// Natural barriers (trees, hills)
        natural_barriers: bool,
    },
    /// Train station or transit hub
    TransitHub {
        /// Platform type
        platform_type: PlatformType,
        /// Daily passenger count
        daily_passengers: u32,
    },
    /// Convention center or expo hall
    ConventionCenter {
        /// Hall dimensions (length, width, height)
        hall_dimensions: (f32, f32, f32),
        /// Modular space configuration
        modular: bool,
    },
    /// Religious venue (church, mosque, temple)
    ReligiousVenue {
        /// Architectural style affecting acoustics
        acoustic_style: AcousticStyle,
        /// Seating capacity
        capacity: u32,
    },
    /// Custom public space
    Custom {
        /// Space dimensions
        dimensions: (f32, f32, f32),
        /// Acoustic characteristics
        acoustic_properties: CustomAcousticProperties,
    },
}

/// Platform types for transit hubs
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum PlatformType {
    /// Underground platform
    Underground,
    /// Elevated platform
    Elevated,
    /// Ground level platform
    GroundLevel,
    /// Mixed levels
    Mixed,
}

/// Architectural acoustic styles
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum AcousticStyle {
    /// Gothic (high reverb, long decay)
    Gothic,
    /// Modern (controlled acoustics)
    Modern,
    /// Classical (moderate reverb)
    Classical,
    /// Contemporary (variable acoustics)
    Contemporary,
    /// Traditional cultural style
    Traditional(String),
}

/// Custom acoustic properties
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CustomAcousticProperties {
    /// Reverberation time (seconds)
    pub reverb_time: f32,
    /// Sound absorption coefficient (0.0-1.0)
    pub absorption: f32,
    /// Diffusion coefficient (0.0-1.0)
    pub diffusion: f32,
    /// Background noise level (dB)
    pub background_noise: f32,
}

/// Public space audio system configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PublicSpaceConfig {
    /// Type of public space
    pub space_type: PublicSpaceType,
    /// Installation configuration
    pub installation: InstallationConfig,
    /// Audio zone management
    pub zone_management: ZoneManagementConfig,
    /// Crowd management settings
    pub crowd_management: CrowdManagementConfig,
    /// Environmental adaptation
    pub environmental_adaptation: EnvironmentalAdaptationConfig,
    /// Safety and compliance
    pub safety_compliance: SafetyComplianceConfig,
    /// Content delivery settings
    pub content_delivery: ContentDeliveryConfig,
    /// Accessibility features
    pub accessibility: AccessibilityConfig,
}

/// Installation configuration for speaker arrays
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct InstallationConfig {
    /// Speaker placement strategy
    pub placement_strategy: PlacementStrategy,
    /// Maximum coverage area (square meters)
    pub max_coverage_area: f32,
    /// Speaker array configurations
    pub speaker_arrays: Vec<SpeakerArray>,
    /// Centralized vs distributed processing
    pub processing_architecture: ProcessingArchitecture,
    /// Network infrastructure
    pub network_config: NetworkInfrastructure,
}

/// Speaker placement strategies
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum PlacementStrategy {
    /// Uniform grid placement
    UniformGrid {
        /// Grid spacing (meters)
        spacing: f32,
        /// Height above ground
        height: f32,
    },
    /// Zone-based placement
    ZoneBased {
        /// Zones with individual configurations
        zones: Vec<ZoneConfiguration>,
    },
    /// Path-following placement (corridors, walkways)
    PathFollowing {
        /// Path segments
        path_segments: Vec<PathSegment>,
        /// Speaker spacing along path
        spacing: f32,
    },
    /// Perimeter placement (around areas)
    Perimeter {
        /// Perimeter points
        perimeter_points: Vec<Position3D>,
        /// Inward-facing speakers
        inward_facing: bool,
    },
    /// Ceiling distributed (for indoor spaces)
    CeilingDistributed {
        /// Ceiling height
        ceiling_height: f32,
        /// Coverage pattern
        coverage_pattern: CoveragePattern,
    },
    /// Custom placement
    Custom {
        /// Individual speaker positions
        speaker_positions: Vec<Position3D>,
    },
}

/// Zone configuration for specific areas
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ZoneConfiguration {
    /// Zone identifier
    pub zone_id: String,
    /// Zone area boundary
    pub boundary: ZoneBoundary,
    /// Audio characteristics for this zone
    pub audio_config: ZoneAudioConfig,
    /// Priority level (higher number = higher priority)
    pub priority: u8,
}

/// Zone boundary definition
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ZoneBoundary {
    /// Rectangular area
    Rectangle {
        /// Corner positions
        corners: [Position3D; 4],
    },
    /// Circular area
    Circle {
        /// Center position
        center: Position3D,
        /// Radius in meters
        radius: f32,
    },
    /// Polygonal area
    Polygon {
        /// Vertex positions
        vertices: Vec<Position3D>,
    },
    /// Path-based (corridor or walkway)
    Path {
        /// Path centerline points
        centerline: Vec<Position3D>,
        /// Path width
        width: f32,
    },
}

/// Zone-specific audio configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ZoneAudioConfig {
    /// Content type for this zone
    pub content_type: ContentType,
    /// Volume level (0.0-1.0)
    pub volume_level: f32,
    /// Language settings
    pub language: LanguageConfig,
    /// Audio quality settings
    pub quality_settings: AudioQualitySettings,
    /// Directional audio settings
    pub directional_settings: DirectionalAudioSettings,
}

/// Types of audio content
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ContentType {
    /// Informational announcements
    Announcements {
        /// Emergency vs routine
        priority: AnnouncementPriority,
    },
    /// Ambient background audio
    Ambient {
        /// Ambient style
        style: AmbientStyle,
    },
    /// Guided tour audio
    GuidedTour {
        /// Tour language
        language: String,
        /// Tour segment ID
        segment_id: String,
    },
    /// Wayfinding audio cues
    Wayfinding {
        /// Destination information
        destination: String,
        /// Direction type
        direction_type: DirectionType,
    },
    /// Entertainment content
    Entertainment {
        /// Content category
        category: String,
        /// Age appropriateness
        age_rating: AgeRating,
    },
    /// Educational content
    Educational {
        /// Subject matter
        subject: String,
        /// Education level
        level: EducationLevel,
    },
    /// Safety and emergency audio
    Safety {
        /// Emergency type
        emergency_type: EmergencyType,
        /// Urgency level
        urgency: UrgencyLevel,
    },
}

/// Path segment for path-following placement
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PathSegment {
    /// Start position
    pub start: Position3D,
    /// End position
    pub end: Position3D,
    /// Path width
    pub width: f32,
    /// Elevation profile
    pub elevation_profile: ElevationProfile,
}

/// Elevation profile for paths
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ElevationProfile {
    /// Flat path
    Flat,
    /// Sloped path
    Sloped {
        /// Path gradient (rise/run ratio)
        gradient: f32,
    },
    /// Stepped path (stairs)
    Stepped {
        /// Number of steps in the path
        step_count: u32,
    },
    /// Variable elevation
    Variable {
        /// Elevation points along the path (distance, elevation)
        elevation_points: Vec<(f32, f32)>,
    },
}

/// Coverage patterns for ceiling speakers
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum CoveragePattern {
    /// Uniform square grid
    SquareGrid,
    /// Triangular/hexagonal pattern
    Triangular,
    /// Random distribution
    Random,
    /// Focused on specific areas
    Focused {
        /// Areas of focus for speaker placement
        focus_areas: Vec<Position3D>,
    },
}

/// Speaker array configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SpeakerArray {
    /// Array identifier
    pub array_id: String,
    /// Array position
    pub position: Position3D,
    /// Array type and configuration
    pub array_type: ArrayType,
    /// Coverage area
    pub coverage_area: CoverageArea,
    /// Power and amplification
    pub power_config: PowerConfiguration,
    /// Weather protection (for outdoor)
    pub weather_protection: WeatherProtection,
}

/// Speaker array types
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ArrayType {
    /// Line array (vertical column)
    LineArray {
        /// Number of elements
        elements: u8,
        /// Element spacing
        spacing: f32,
        /// Beam steering capability
        steerable: bool,
    },
    /// Point source array
    PointSource {
        /// Speaker configuration
        speakers: Vec<PointSpeaker>,
    },
    /// Distributed array
    Distributed {
        /// Individual speaker positions
        speaker_positions: Vec<Position3D>,
        /// Synchronization network
        sync_network: SyncNetwork,
    },
    /// Subwoofer array
    SubwooferArray {
        /// Subwoofer count
        count: u8,
        /// Cardioid configuration
        cardioid: bool,
    },
    /// Ceiling array
    CeilingArray {
        /// Coverage pattern
        pattern: CeilingPattern,
        /// Beam width
        beam_width: f32,
    },
}

/// Point speaker configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PointSpeaker {
    /// Speaker position relative to array
    pub relative_position: Position3D,
    /// Frequency range
    pub frequency_range: (f32, f32),
    /// Power rating (watts)
    pub power_watts: f32,
    /// Directivity pattern
    pub directivity: DirectivityPattern,
}

/// Directivity patterns
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum DirectivityPattern {
    /// Omnidirectional
    Omnidirectional,
    /// Cardioid
    Cardioid {
        /// Cardioid pickup angle in degrees
        angle: f32,
    },
    /// Supercardioid
    Supercardioid {
        /// Supercardioid pickup angle in degrees
        angle: f32,
    },
    /// Bidirectional
    Bidirectional,
    /// Custom pattern
    Custom {
        /// Custom directivity pattern (angle, gain pairs)
        pattern: Vec<(f32, f32)>,
    },
}

/// Coverage area definition
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CoverageArea {
    /// Primary coverage area
    pub primary_area: ZoneBoundary,
    /// Secondary coverage area (spillover)
    pub secondary_area: Option<ZoneBoundary>,
    /// Coverage quality target (0.0-1.0)
    pub quality_target: f32,
    /// Maximum SPL in coverage area
    pub max_spl_db: f32,
}

/// Power configuration for arrays
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PowerConfiguration {
    /// Total power consumption (watts)
    pub total_power_watts: f32,
    /// Power supply type
    pub power_supply: PowerSupplyType,
    /// Backup power available
    pub backup_power: bool,
    /// Energy efficiency rating
    pub efficiency_rating: f32,
}

/// Power supply types
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum PowerSupplyType {
    /// AC mains power
    ACMains {
        /// Voltage level (volts)
        voltage: f32,
        /// Frequency (Hz)
        frequency: f32,
    },
    /// PoE (Power over Ethernet)
    PoE {
        /// Power over Ethernet standard used
        poe_standard: PoEStandard,
    },
    /// DC power
    DC {
        /// DC voltage level (volts)
        voltage: f32,
    },
    /// Solar power
    Solar {
        /// Solar panel capacity (watts)
        panel_watts: f32,
        /// Battery capacity (amp-hours)
        battery_ah: f32,
    },
    /// Hybrid power system
    Hybrid {
        /// Primary power supply
        primary: Box<PowerSupplyType>,
        /// Backup power supply
        backup: Box<PowerSupplyType>,
    },
}

/// PoE standards
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum PoEStandard {
    /// IEEE 802.3af (15.4W)
    Standard,
    /// IEEE 802.3at (25.5W)
    Plus,
    /// IEEE 802.3bt (60W)
    PlusPlus,
    /// IEEE 802.3bt (100W)
    UltraHighPower,
}

/// Weather protection for outdoor installations
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct WeatherProtection {
    /// IP rating for water/dust protection
    pub ip_rating: String,
    /// Operating temperature range (Celsius)
    pub temperature_range: (f32, f32),
    /// Wind resistance rating
    pub wind_resistance: WindResistance,
    /// UV protection
    pub uv_protection: bool,
    /// Corrosion protection
    pub corrosion_protection: CorrosionProtection,
}

/// Wind resistance ratings
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum WindResistance {
    /// Low wind (up to 50 km/h)
    Low,
    /// Moderate wind (up to 100 km/h)
    Moderate,
    /// High wind (up to 150 km/h)
    High,
    /// Hurricane resistant (up to 200+ km/h)
    Hurricane,
}

/// Corrosion protection types
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum CorrosionProtection {
    /// Basic coating
    Basic,
    /// Marine grade (salt air)
    Marine,
    /// Industrial grade (chemical resistance)
    Industrial,
    /// Stainless steel construction
    StainlessSteel,
}

/// Processing architecture
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ProcessingArchitecture {
    /// Centralized processing
    Centralized {
        /// Central processor location
        processor_location: Position3D,
        /// Network latency compensation
        latency_compensation: bool,
    },
    /// Distributed processing
    Distributed {
        /// Processing nodes
        processing_nodes: Vec<ProcessingNode>,
        /// Load balancing strategy
        load_balancing: LoadBalancingStrategy,
    },
    /// Hybrid architecture
    Hybrid {
        /// Central coordination
        central_coordinator: Position3D,
        /// Edge processors
        edge_processors: Vec<ProcessingNode>,
    },
}

/// Processing node configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ProcessingNode {
    /// Node identifier
    pub node_id: String,
    /// Physical location
    pub location: Position3D,
    /// Processing capabilities
    pub capabilities: ProcessingCapabilities,
    /// Network connectivity
    pub network_config: NodeNetworkConfig,
}

/// Processing capabilities
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ProcessingCapabilities {
    /// Maximum simultaneous audio streams
    pub max_streams: u32,
    /// Processing latency (milliseconds)
    pub latency_ms: f32,
    /// Supported audio formats
    pub supported_formats: Vec<AudioFormat>,
    /// DSP features available
    pub dsp_features: Vec<DSPFeature>,
}

/// Audio format support
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum AudioFormat {
    /// PCM uncompressed
    PCM {
        /// Audio sample rate (Hz)
        sample_rate: u32,
        /// Bit depth for samples
        bit_depth: u16,
        /// Number of audio channels
        channels: u8,
    },
    /// Compressed formats
    Compressed {
        /// Audio codec used
        codec: AudioCodec,
        /// Target bitrate (kbps)
        bitrate: u32,
    },
    /// Spatial audio formats
    Spatial {
        /// Spatial audio format type
        format: SpatialAudioFormat,
    },
}

/// Audio codecs
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum AudioCodec {
    /// AAC
    AAC,
    /// Opus
    Opus,
    /// FLAC
    FLAC,
    /// MP3
    MP3,
    /// Vorbis
    Vorbis,
}

/// Spatial audio formats
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum SpatialAudioFormat {
    /// Binaural
    Binaural,
    /// Ambisonics
    Ambisonics {
        /// Ambisonics order (0-7)
        order: u8,
    },
    /// Object-based audio
    ObjectBased,
    /// Wave field synthesis
    WFS,
}

/// DSP features
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum DSPFeature {
    /// Dynamic range compression
    Compression,
    /// Parametric EQ
    ParametricEQ,
    /// Reverb processing
    Reverb,
    /// Delay compensation
    DelayCompensation,
    /// Noise reduction
    NoiseReduction,
    /// Beamforming
    Beamforming,
    /// Spatial upscaling
    SpatialUpscaling,
}

/// Load balancing strategies
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum LoadBalancingStrategy {
    /// Round robin assignment
    RoundRobin,
    /// Least loaded node
    LeastLoaded,
    /// Geographic proximity
    Geographic,
    /// Content-aware assignment
    ContentAware,
    /// Custom strategy
    Custom(String),
}

/// Network infrastructure configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct NetworkInfrastructure {
    /// Network topology
    pub topology: NetworkTopology,
    /// Bandwidth requirements
    pub bandwidth_requirements: BandwidthRequirements,
    /// Quality of Service settings
    pub qos_settings: QoSSettings,
    /// Network redundancy
    pub redundancy: NetworkRedundancy,
    /// Security configuration
    pub security: NetworkSecurity,
}

/// Network topology types
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum NetworkTopology {
    /// Star topology (central switch)
    Star {
        /// Central switch location
        central_switch: Position3D,
    },
    /// Mesh topology
    Mesh {
        /// Mesh nodes
        nodes: Vec<MeshNode>,
    },
    /// Ring topology
    Ring {
        /// Ring nodes in order
        ring_nodes: Vec<Position3D>,
    },
    /// Hierarchical tree
    Tree {
        /// Root node
        root: TreeNode,
    },
}

/// Mesh network node
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct MeshNode {
    /// Node position
    pub position: Position3D,
    /// Connected neighbors
    pub neighbors: Vec<String>,
    /// Node capabilities
    pub capabilities: NodeCapabilities,
}

/// Tree network node
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct TreeNode {
    /// Node ID
    pub node_id: String,
    /// Node position
    pub position: Position3D,
    /// Child nodes
    pub children: Vec<TreeNode>,
}

/// Node capabilities
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct NodeCapabilities {
    /// Maximum connections
    pub max_connections: u8,
    /// Forwarding capability
    pub can_forward: bool,
    /// Processing capability
    pub can_process: bool,
}

/// Bandwidth requirements
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct BandwidthRequirements {
    /// Per-stream bandwidth (Mbps)
    pub per_stream_mbps: f32,
    /// Control traffic bandwidth (Mbps)
    pub control_traffic_mbps: f32,
    /// Peak bandwidth requirement (Mbps)
    pub peak_requirement_mbps: f32,
    /// Burst capacity (Mbps)
    pub burst_capacity_mbps: f32,
}

/// Quality of Service settings
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct QoSSettings {
    /// Audio traffic priority
    pub audio_priority: u8,
    /// Control traffic priority
    pub control_priority: u8,
    /// Maximum latency (ms)
    pub max_latency_ms: f32,
    /// Jitter tolerance (ms)
    pub jitter_tolerance_ms: f32,
    /// Packet loss tolerance (%)
    pub packet_loss_tolerance: f32,
}

/// Network redundancy configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct NetworkRedundancy {
    /// Redundant paths available
    pub redundant_paths: bool,
    /// Automatic failover
    pub auto_failover: bool,
    /// Failover time (ms)
    pub failover_time_ms: f32,
    /// Backup network type
    pub backup_network: Option<BackupNetworkType>,
}

/// Backup network types
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum BackupNetworkType {
    /// Cellular/4G/5G
    Cellular,
    /// Satellite
    Satellite,
    /// Wireless mesh
    WirelessMesh,
    /// Secondary wired network
    SecondaryWired,
}

/// Network security configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct NetworkSecurity {
    /// Encryption enabled
    pub encryption_enabled: bool,
    /// Authentication required
    pub authentication_required: bool,
    /// VPN configuration
    pub vpn_config: Option<VPNConfig>,
    /// Firewall rules
    pub firewall_rules: Vec<FirewallRule>,
}

/// VPN configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct VPNConfig {
    /// VPN type
    pub vpn_type: VPNType,
    /// Server address
    pub server_address: String,
    /// Authentication method
    pub auth_method: AuthMethod,
}

/// VPN types
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum VPNType {
    /// OpenVPN
    OpenVPN,
    /// IPSec
    IPSec,
    /// WireGuard
    WireGuard,
    /// Custom VPN
    Custom(String),
}

/// Authentication methods
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum AuthMethod {
    /// Certificate-based
    Certificate,
    /// Pre-shared key
    PreSharedKey,
    /// Username/password
    UserPass,
    /// Multi-factor authentication
    MFA,
}

/// Firewall rule
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct FirewallRule {
    /// Rule name
    pub name: String,
    /// Source address/range
    pub source: String,
    /// Destination address/range
    pub destination: String,
    /// Port range
    pub port_range: (u16, u16),
    /// Protocol
    pub protocol: NetworkProtocol,
    /// Action (allow/deny)
    pub action: FirewallAction,
}

/// Network protocols
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum NetworkProtocol {
    /// TCP
    TCP,
    /// UDP
    UDP,
    /// ICMP
    ICMP,
    /// Any protocol
    Any,
}

/// Firewall actions
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum FirewallAction {
    /// Allow traffic
    Allow,
    /// Deny traffic
    Deny,
    /// Log and allow
    LogAllow,
    /// Log and deny
    LogDeny,
}

/// Zone management configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ZoneManagementConfig {
    /// Zone definitions
    pub zones: Vec<AudioZone>,
    /// Inter-zone audio policies
    pub inter_zone_policies: InterZonePolicies,
    /// Dynamic zone creation
    pub dynamic_zones: DynamicZoneConfig,
    /// Zone priority system
    pub priority_system: ZonePrioritySystem,
}

/// Audio zone definition
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct AudioZone {
    /// Zone identifier
    pub zone_id: String,
    /// Zone name (human-readable)
    pub zone_name: String,
    /// Zone boundary
    pub boundary: ZoneBoundary,
    /// Zone audio configuration
    pub audio_config: ZoneAudioConfig,
    /// Access control
    pub access_control: ZoneAccessControl,
    /// Zone state
    pub zone_state: ZoneState,
}

/// Zone access control
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ZoneAccessControl {
    /// Public access allowed
    pub public_access: bool,
    /// Required permissions
    pub required_permissions: Vec<Permission>,
    /// Time-based restrictions
    pub time_restrictions: Option<TimeRestrictions>,
    /// User group restrictions
    pub group_restrictions: Vec<String>,
}

/// Permission types
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum Permission {
    /// Listen permission
    Listen,
    /// Contribute audio permission
    Contribute,
    /// Control zone settings
    Control,
    /// Administrative access
    Admin,
    /// Emergency override
    Emergency,
}

/// Time-based restrictions
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct TimeRestrictions {
    /// Allowed time periods
    pub allowed_periods: Vec<TimePeriod>,
    /// Time zone
    pub timezone: String,
    /// Special event schedules
    pub special_schedules: Vec<SpecialSchedule>,
}

/// Time period definition
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct TimePeriod {
    /// Days of week (0=Sunday, 6=Saturday)
    pub days_of_week: Vec<u8>,
    /// Start time (HH:MM)
    pub start_time: String,
    /// End time (HH:MM)
    pub end_time: String,
}

/// Special schedule (holidays, events)
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SpecialSchedule {
    /// Schedule name
    pub name: String,
    /// Date range
    pub date_range: (chrono::NaiveDate, chrono::NaiveDate),
    /// Override time periods
    pub override_periods: Vec<TimePeriod>,
}

/// Zone state information
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ZoneState {
    /// Current activity level
    pub activity_level: ActivityLevel,
    /// Number of active listeners
    pub active_listeners: u32,
    /// Current content being played
    pub current_content: Option<ContentInfo>,
    /// Audio quality metrics
    pub quality_metrics: ZoneQualityMetrics,
}

/// Activity levels
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum ActivityLevel {
    /// No activity
    Inactive,
    /// Low activity
    Low,
    /// Moderate activity
    Moderate,
    /// High activity
    High,
    /// Peak activity
    Peak,
}

/// Content information
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ContentInfo {
    /// Content ID
    pub content_id: String,
    /// Content title
    pub title: String,
    /// Content duration
    pub duration_seconds: u32,
    /// Current playback position
    pub position_seconds: u32,
    /// Content metadata
    pub metadata: HashMap<String, String>,
}

/// Zone quality metrics
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ZoneQualityMetrics {
    /// Audio quality score (0.0-1.0)
    pub audio_quality: f32,
    /// Coverage quality (0.0-1.0)
    pub coverage_quality: f32,
    /// Listener satisfaction (0.0-1.0)
    pub listener_satisfaction: f32,
    /// System performance (0.0-1.0)
    pub system_performance: f32,
}

/// Inter-zone policies
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct InterZonePolicies {
    /// Audio bleed prevention
    pub bleed_prevention: BleedPreventionConfig,
    /// Cross-zone coordination
    pub cross_zone_coordination: CrossZoneConfig,
    /// Priority conflicts resolution
    pub conflict_resolution: ConflictResolutionConfig,
}

/// Audio bleed prevention
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct BleedPreventionConfig {
    /// Enable bleed prevention
    pub enabled: bool,
    /// Maximum acceptable bleed level (dB)
    pub max_bleed_db: f32,
    /// Adaptive volume control
    pub adaptive_volume: bool,
    /// Directional audio enhancement
    pub directional_enhancement: bool,
}

/// Cross-zone coordination
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CrossZoneConfig {
    /// Synchronized content delivery
    pub synchronized_delivery: bool,
    /// Zone transition smoothing
    pub transition_smoothing: TransitionSmoothing,
    /// Multi-zone experiences
    pub multi_zone_experiences: bool,
}

/// Transition smoothing between zones
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct TransitionSmoothing {
    /// Enable smooth transitions
    pub enabled: bool,
    /// Transition overlap distance (meters)
    pub overlap_distance: f32,
    /// Crossfade duration (seconds)
    pub crossfade_duration: f32,
    /// Volume matching
    pub volume_matching: bool,
}

/// Conflict resolution configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ConflictResolutionConfig {
    /// Priority-based resolution
    pub priority_based: bool,
    /// Time-based arbitration
    pub time_based_arbitration: bool,
    /// User preference consideration
    pub user_preferences: bool,
    /// Emergency override capability
    pub emergency_override: bool,
}

/// Dynamic zone configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct DynamicZoneConfig {
    /// Enable dynamic zone creation
    pub enabled: bool,
    /// Automatic crowd detection
    pub crowd_detection: CrowdDetectionConfig,
    /// Adaptive zone boundaries
    pub adaptive_boundaries: bool,
    /// Temporary zone duration (seconds)
    pub temp_zone_duration: u32,
}

/// Crowd detection configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CrowdDetectionConfig {
    /// Detection method
    pub detection_method: CrowdDetectionMethod,
    /// Minimum crowd size for zone creation
    pub min_crowd_size: u32,
    /// Detection sensitivity (0.0-1.0)
    pub sensitivity: f32,
    /// Update frequency (Hz)
    pub update_frequency: f32,
}

/// Crowd detection methods
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum CrowdDetectionMethod {
    /// WiFi device detection
    WiFiDevices,
    /// Bluetooth beacon detection
    BluetoothBeacons,
    /// Computer vision
    ComputerVision,
    /// Acoustic signature analysis
    AcousticSignature,
    /// Manual input
    Manual,
    /// Sensor fusion
    SensorFusion {
        /// Detection methods to combine
        methods: Vec<CrowdDetectionMethod>,
    },
}

/// Zone priority system
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ZonePrioritySystem {
    /// Priority levels (1-10, 10 = highest)
    pub priority_levels: u8,
    /// Emergency priority override
    pub emergency_override: bool,
    /// Time-sensitive priority boost
    pub time_sensitive_boost: bool,
    /// VIP zone priorities
    pub vip_priorities: HashMap<String, u8>,
}

/// Crowd management configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CrowdManagementConfig {
    /// Crowd density monitoring
    pub density_monitoring: CrowdDensityMonitoring,
    /// Flow management
    pub flow_management: CrowdFlowManagement,
    /// Safety systems
    pub safety_systems: CrowdSafetyConfig,
    /// Information systems
    pub information_systems: CrowdInformationConfig,
}

/// Crowd density monitoring
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CrowdDensityMonitoring {
    /// Real-time density tracking
    pub real_time_tracking: bool,
    /// Density thresholds
    pub density_thresholds: DensityThresholds,
    /// Prediction algorithms
    pub prediction_enabled: bool,
    /// Heat map generation
    pub heat_maps: bool,
}

/// Density thresholds for different alert levels
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct DensityThresholds {
    /// Low density (people per square meter)
    pub low_density: f32,
    /// Moderate density
    pub moderate_density: f32,
    /// High density
    pub high_density: f32,
    /// Critical density
    pub critical_density: f32,
}

/// Crowd flow management
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CrowdFlowManagement {
    /// Flow direction management
    pub direction_management: bool,
    /// Queue management systems
    pub queue_management: QueueManagementConfig,
    /// Pathway optimization
    pub pathway_optimization: bool,
    /// Real-time flow adjustments
    pub real_time_adjustments: bool,
}

/// Queue management configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct QueueManagementConfig {
    /// Virtual queue systems
    pub virtual_queues: bool,
    /// Queue status announcements
    pub status_announcements: bool,
    /// Estimated wait times
    pub wait_time_estimates: bool,
    /// Queue overflow handling
    pub overflow_handling: OverflowHandling,
}

/// Queue overflow handling strategies
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum OverflowHandling {
    /// Redirect to alternative areas
    Redirect {
        /// List of alternative area names
        alternative_areas: Vec<String>,
    },
    /// Implement time-based entry
    TimedEntry {
        /// Duration of each time slot in minutes
        slot_duration_minutes: u32,
    },
    /// Capacity warnings
    CapacityWarnings,
    /// Dynamic pricing
    DynamicPricing,
}

/// Crowd safety configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CrowdSafetyConfig {
    /// Emergency evacuation systems
    pub evacuation_systems: EvacuationConfig,
    /// Medical emergency response
    pub medical_response: MedicalResponseConfig,
    /// Incident detection
    pub incident_detection: IncidentDetectionConfig,
    /// Communication systems
    pub communication_systems: EmergencyCommunicationConfig,
}

/// Evacuation configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct EvacuationConfig {
    /// Evacuation route planning
    pub route_planning: bool,
    /// Dynamic route adjustment
    pub dynamic_routes: bool,
    /// Multilingual instructions
    pub multilingual: bool,
    /// Audio/visual guidance
    pub audio_visual_guidance: bool,
}

/// Medical response configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct MedicalResponseConfig {
    /// Automated emergency calling
    pub auto_emergency_call: bool,
    /// Medical personnel notification
    pub personnel_notification: bool,
    /// First aid guidance
    pub first_aid_guidance: bool,
    /// Medical equipment location
    pub equipment_location: bool,
}

/// Incident detection configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct IncidentDetectionConfig {
    /// Automatic incident detection
    pub auto_detection: bool,
    /// Detection methods
    pub detection_methods: Vec<IncidentDetectionMethod>,
    /// Response time targets
    pub response_time_targets: ResponseTimeTargets,
    /// Escalation procedures
    pub escalation_procedures: EscalationConfig,
}

/// Incident detection methods
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum IncidentDetectionMethod {
    /// Audio signature analysis
    AudioSignature,
    /// Video analytics
    VideoAnalytics,
    /// Crowd behavior analysis
    CrowdBehavior,
    /// Environmental sensors
    EnvironmentalSensors,
    /// Manual reporting
    ManualReporting,
}

/// Response time targets
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ResponseTimeTargets {
    /// Detection to alert time (seconds)
    pub detection_to_alert: u32,
    /// Alert to response time (seconds)
    pub alert_to_response: u32,
    /// Full response time (seconds)
    pub full_response: u32,
}

/// Escalation configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct EscalationConfig {
    /// Escalation levels
    pub levels: Vec<EscalationLevel>,
    /// Automatic escalation
    pub auto_escalation: bool,
    /// Escalation timeouts
    pub timeouts: HashMap<String, u32>,
}

/// Escalation level
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct EscalationLevel {
    /// Level name
    pub level_name: String,
    /// Required response time (seconds)
    pub response_time: u32,
    /// Personnel to notify
    pub notify_personnel: Vec<String>,
    /// Actions to take
    pub actions: Vec<EscalationAction>,
}

/// Escalation actions
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum EscalationAction {
    /// Send notifications
    Notify {
        /// List of contact identifiers to notify
        contacts: Vec<String>,
    },
    /// Trigger alarms
    TriggerAlarms,
    /// Lock down areas
    LockDown {
        /// List of area identifiers to lock down
        areas: Vec<String>,
    },
    /// Evacuate areas
    Evacuate {
        /// List of area identifiers to evacuate
        areas: Vec<String>,
    },
    /// Call emergency services
    CallEmergencyServices,
}

/// Emergency communication configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct EmergencyCommunicationConfig {
    /// Public address system
    pub public_address: bool,
    /// Mobile alerts
    pub mobile_alerts: MobileAlertConfig,
    /// Digital signage integration
    pub digital_signage: bool,
    /// Radio communications
    pub radio_comms: RadioCommConfig,
}

/// Mobile alert configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct MobileAlertConfig {
    /// SMS alerts
    pub sms_alerts: bool,
    /// Push notifications
    pub push_notifications: bool,
    /// Location-based targeting
    pub location_targeting: bool,
    /// Multi-language support
    pub multi_language: bool,
}

/// Radio communication configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct RadioCommConfig {
    /// Emergency frequency
    pub emergency_frequency: f32,
    /// Backup frequencies
    pub backup_frequencies: Vec<f32>,
    /// Encryption enabled
    pub encryption: bool,
    /// Interoperability protocols
    pub interop_protocols: Vec<String>,
}

/// Crowd information configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct CrowdInformationConfig {
    /// Real-time information delivery
    pub real_time_info: bool,
    /// Personalized information
    pub personalized_info: PersonalizedInfoConfig,
    /// Wayfinding assistance
    pub wayfinding: WayfindingConfig,
    /// Event information
    pub event_info: EventInfoConfig,
}

/// Personalized information configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct PersonalizedInfoConfig {
    /// User preference tracking
    pub preference_tracking: bool,
    /// Language preferences
    pub language_preferences: bool,
    /// Accessibility needs
    pub accessibility_needs: bool,
    /// Interest-based content
    pub interest_based: bool,
}

/// Wayfinding configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct WayfindingConfig {
    /// Audio directions
    pub audio_directions: bool,
    /// Landmark-based directions
    pub landmark_based: bool,
    /// Real-time route optimization
    pub route_optimization: bool,
    /// Accessibility route options
    pub accessibility_routes: bool,
}

/// Event information configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct EventInfoConfig {
    /// Schedule updates
    pub schedule_updates: bool,
    /// Location changes
    pub location_changes: bool,
    /// Capacity updates
    pub capacity_updates: bool,
    /// Special announcements
    pub special_announcements: bool,
}

/// Environmental adaptation configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct EnvironmentalAdaptationConfig {
    /// Temperature compensation
    pub temperature_compensation: bool,
    /// Humidity adjustment
    pub humidity_adjustment: bool,
    /// Wind noise cancellation
    pub wind_noise_cancellation: bool,
    /// Ambient noise adaptive gain
    pub adaptive_gain: f32,
}

/// Safety and compliance configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SafetyComplianceConfig {
    /// Emergency override capability
    pub emergency_override: bool,
    /// ADA compliance mode
    pub ada_compliance: bool,
    /// Maximum volume limits (dB)
    pub max_volume_db: f32,
    /// Quiet zones enforcement
    pub quiet_zones: bool,
}

/// Content delivery configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct ContentDeliveryConfig {
    /// Multi-language support
    pub multi_language: bool,
    /// Content scheduling
    pub content_scheduling: bool,
    /// Personalized content delivery
    pub personalized_delivery: bool,
    /// Real-time content updates
    pub realtime_updates: bool,
}

/// Accessibility configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct AccessibilityConfig {
    /// Hearing aid compatibility
    pub hearing_aid_compatible: bool,
    /// Visual audio indicators
    pub visual_indicators: bool,
    /// Simplified audio interfaces
    pub simplified_interfaces: bool,
    /// High contrast audio cues
    pub high_contrast_cues: bool,
}

/// Language configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct LanguageConfig {
    /// Primary language
    pub primary_language: String,
    /// Supported languages
    pub supported_languages: Vec<String>,
    /// Auto-detection enabled
    pub auto_detection: bool,
    /// Fallback language
    pub fallback_language: String,
}

/// Directional audio settings
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct DirectionalAudioSettings {
    /// Beam forming enabled
    pub beam_forming: bool,
    /// Focus angle (degrees)
    pub focus_angle: f32,
    /// Directional strength (0.0-1.0)
    pub directional_strength: f32,
    /// Auto-tracking enabled
    pub auto_tracking: bool,
}

/// Announcement priority levels
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum AnnouncementPriority {
    /// Low priority routine announcements
    Low,
    /// Normal priority standard announcements
    Normal,
    /// High priority important announcements
    High,
    /// Emergency priority critical announcements
    Emergency,
}

/// Ambient audio styles
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum AmbientStyle {
    /// Natural environmental sounds
    Natural,
    /// Classical music ambiance
    Classical,
    /// Modern atmospheric sounds
    Modern,
    /// Cultural/themed ambiance
    Themed(String),
    /// Silent/minimal ambiance
    Silent,
}

/// Direction types for spatial audio
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum DirectionType {
    /// Front-facing direction
    Front,
    /// Back-facing direction
    Back,
    /// Left-side direction
    Left,
    /// Right-side direction
    Right,
    /// Above direction
    Above,
    /// Below direction
    Below,
    /// Custom direction with coordinates
    Custom(f32, f32, f32),
}

/// Age rating for content
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum AgeRating {
    /// All ages appropriate
    AllAges,
    /// Teen and adult content
    Teen,
    /// Adult only content
    Adult,
    /// Senior-focused content
    Senior,
    /// Child-focused content
    Child,
}

/// Education levels
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum EducationLevel {
    /// Elementary school level
    Elementary,
    /// Middle school level
    MiddleSchool,
    /// High school level
    HighSchool,
    /// College level
    College,
    /// Graduate level
    Graduate,
    /// General public level
    General,
}

/// Emergency types
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum EmergencyType {
    /// Fire emergency
    Fire,
    /// Medical emergency
    Medical,
    /// Security emergency
    Security,
    /// Weather emergency
    Weather,
    /// Evacuation emergency
    Evacuation,
    /// General emergency
    General,
}

/// Urgency levels
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum UrgencyLevel {
    /// Low urgency
    Low,
    /// Medium urgency
    Medium,
    /// High urgency
    High,
    /// Critical urgency
    Critical,
}

/// Synchronization network configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct SyncNetwork {
    /// Network protocol
    pub protocol: String,
    /// Sync accuracy (milliseconds)
    pub sync_accuracy_ms: u32,
    /// Network nodes
    pub nodes: Vec<String>,
    /// Redundancy enabled
    pub redundancy: bool,
}

/// Ceiling audio patterns
#[derive(Debug, Clone, Serialize, Deserialize)]
pub enum CeilingPattern {
    /// Grid pattern
    Grid {
        /// Spacing between grid points (meters)
        spacing: f32,
    },
    /// Linear pattern
    Linear {
        /// Direction angle (radians)
        direction: f32,
    },
    /// Circular pattern
    Circular {
        /// Circle radius (meters)
        radius: f32,
    },
    /// Custom pattern
    Custom {
        /// Custom speaker placement points
        points: Vec<Position3D>,
    },
}

/// Node network configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct NodeNetworkConfig {
    /// Network topology
    pub topology: NetworkTopology,
    /// Node capacity
    pub node_capacity: u32,
    /// Failover configuration
    pub failover: FailoverConfig,
    /// Load balancing
    pub load_balancing: bool,
}

/// Failover configuration
#[derive(Debug, Clone, Serialize, Deserialize)]
pub struct FailoverConfig {
    /// Auto-failover enabled
    pub auto_failover: bool,
    /// Backup nodes
    pub backup_nodes: Vec<String>,
    /// Recovery time (seconds)
    pub recovery_time_sec: u32,
}