/*---------------------------------------------------------------------------* Project: NintendoWare File: OriginalSoundHeapApp.cpp Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision:$ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include "OriginalSoundHeapApp.h" #include "simple.csid" namespace { const s32 SOUND_THREAD_PRIORITY = 4; const s32 LOAD_THREAD_PRIORITY = 3; const s32 SOUND_HEAP_SIZE = 1 * 1024 * 1024; const char SOUND_ARC_PATH[] = NW_SND_DEMO_PATH_PREFIX "simple.bcsar"; const char DEMO_TITLE[] = "OriginalSoundHeap"; } void OriginalSoundHeapApp::OnInitialize() { InitializeSoundSystem(); // オリジナルヒープにデータをロードする if ( ! m_DataManager.LoadData( SEQ_MARIOKART, &m_Heap ) ) { NW_ASSERTMSG( false, "LoadData(SEQ_MARIOKART) failed."); } } void OriginalSoundHeapApp::InitializeSoundSystem() { // サウンドシステムの初期化 { nw::snd::SoundSystem::SoundSystemParam param; size_t workMemSize = nw::snd::SoundSystem::GetRequiredMemSize( param ); m_pMemoryForSoundSystem = MemAlloc( workMemSize ); nw::snd::SoundSystem::Initialize( param, reinterpret_cast( m_pMemoryForSoundSystem ), workMemSize ); } // サウンドアーカイブ if ( ! m_Archive.Open( SOUND_ARC_PATH ) ) { NW_ASSERTMSG( 0, "cannot open bxsar(%s)\n", SOUND_ARC_PATH ); } // INFO ブロックのロード { u32 infoBlockSize = m_Archive.GetHeaderSize(); m_pMemoryForInfoBlock = MemAlloc( infoBlockSize ); if ( ! m_Archive.LoadHeader( m_pMemoryForInfoBlock, infoBlockSize ) ) { NW_ASSERTMSG( 0, "cannot load infoBlock(%s)", SOUND_ARC_PATH ); } } // STRING ブロックのロード { u32 stringBlockSize = m_Archive.GetLabelStringDataSize(); m_pMemoryForStringBlock = MemAlloc( stringBlockSize ); if ( ! m_Archive.LoadLabelStringData( m_pMemoryForStringBlock, stringBlockSize ) ) { NW_ASSERTMSG( 0, "cannot load stringBlock(%s)", SOUND_ARC_PATH ); } } // サウンドデータマネージャーの初期化 { u32 setupSize = m_DataManager.GetRequiredMemSize( &m_Archive ); m_pMemoryForSoundDataManager = MemAlloc( setupSize ); m_DataManager.Initialize( &m_Archive, m_pMemoryForSoundDataManager, setupSize ); } // サウンドアーカイブプレイヤーの初期化 { u32 setupSize = m_ArchivePlayer.GetRequiredMemSize( &m_Archive ); m_pMemoryForSoundArchivePlayer = MemAlloc( setupSize, 32 ); u32 setupStrmBufferSize = m_ArchivePlayer.GetRequiredStreamBufferSize( &m_Archive ); m_pMemoryForStreamBuffer = MemAlloc( setupStrmBufferSize, 32 ); bool result = m_ArchivePlayer.Initialize( &m_Archive, &m_DataManager, m_pMemoryForSoundArchivePlayer, setupSize, m_pMemoryForStreamBuffer, setupStrmBufferSize ); NW_ASSERT( result ); } // サウンドヒープの構築 { m_pMemoryForSoundHeap = MemAlloc( SOUND_HEAP_SIZE ); bool result = m_Heap.Create( m_pMemoryForSoundHeap, SOUND_HEAP_SIZE ); NW_ASSERT( result ); } } void OriginalSoundHeapApp::OnFinalize() { nw::snd::SoundSystem::Finalize(); MemFree( m_pMemoryForSoundSystem ); MemFree( m_pMemoryForInfoBlock ); MemFree( m_pMemoryForStringBlock ); MemFree( m_pMemoryForSoundDataManager ); MemFree( m_pMemoryForSoundArchivePlayer ); MemFree( m_pMemoryForSoundHeap ); MemFree( m_pMemoryForStreamBuffer ); } void OriginalSoundHeapApp::OnDrawUpLCD( nw::font::TextWriter& writer ) { writer.Printf(" DEMO nw::snd %s\n\n", DEMO_TITLE); writer.Print(" -- usage --\n\n"); writer.Print(" [A] Play Sequence Sound\n"); writer.Print(" [B] Stop Sound\n"); } void OriginalSoundHeapApp::OnDrawDownLCD( nw::font::TextWriter& /*writer*/ ) { // なにもしない } void OriginalSoundHeapApp::OnUpdatePad( nw::demo::Pad& pad ) { if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_A ) ) { m_Handle.Stop( 0 ); bool result = m_ArchivePlayer.StartSound( &m_Handle, SEQ_MARIOKART ).IsSuccess(); NN_LOG("[SEQ] SEQ_MARIOKART ... (%d)\n", result); } if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_B ) ) { m_Handle.Stop( 3 ); } } void OriginalSoundHeapApp::OnUpdate() { m_ArchivePlayer.Update(); } OriginalSoundHeap::OriginalSoundHeap() : m_IsDirectionHead( true ) { } bool OriginalSoundHeap::Create( void* startAddress, size_t size ) { m_pBufferHead = startAddress; m_BufferSize = size; m_pFrameHeap = nw::ut::FrameHeap::Create( startAddress, size ); if ( m_pFrameHeap != NULL ) { return true; } else { return false; } } void* OriginalSoundHeap::Alloc( size_t size ) { int alignment = m_IsDirectionHead ? ALIGNMENT_SIZE : -ALIGNMENT_SIZE; return m_pFrameHeap->Alloc( size, alignment ); } void OriginalSoundHeap::Free() { /* CHECK: メモリ領域を開放する場合は、あらかじめ 下記の Dispose / DisposeWave を呼ぶ必要がある */ { nw::snd::internal::driver::DisposeCallbackManager& manager = nw::snd::internal::driver::DisposeCallbackManager::GetInstance(); manager.Dispose( m_pBufferHead, m_BufferSize ); } m_pFrameHeap->Free( nw::ut::FrameHeap::FREE_ALL ); } void* OriginalSoundHeap::Destroy() { return m_pFrameHeap->Destroy(); }