/*---------------------------------------------------------------------------* Project: NintendoWare File: snd_SoundArchiveLoader.h 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: 22506 $ *---------------------------------------------------------------------------*/ #ifndef NW_SND_SOUND_ARCHIVE_LOADER_H_ #define NW_SND_SOUND_ARCHIVE_LOADER_H_ #include #include #include namespace nw { namespace snd { class SoundMemoryAllocatable; namespace internal { /* ======================================================================== class difinition ======================================================================== */ class SoundArchiveLoader { public: SoundArchiveLoader( const SoundArchive& arc ); ~SoundArchiveLoader(); void* LoadFile( SoundArchive::FileId fileId, SoundMemoryAllocatable* allocator, size_t loadBlockSize, bool needDeviceMemory ); s32 ReadFile( SoundArchive::FileId fileId, void* buffer, size_t size, s32 offset, size_t loadBlockSize ); private: nn::os::CriticalSection m_CriticalSection; const SoundArchive& m_Arc; u32 m_StreamArea[ 128 ]; }; } // namespace nw::snd::internal } // namespace nw::snd } // namespace nw #endif /* NW_SND_SOUND_ARCHIVE_LOADER_H_ */