/*---------------------------------------------------------------------------* Project: NintendoWare File: snd_HardwareChannelManagerAX.cppi 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. $Revision:$ *---------------------------------------------------------------------------*/ namespace nw { namespace snd { namespace internal { namespace driver { void HardwareChannelManager::OnInitialize() { // なにもしない } HardwareChannel* HardwareChannelManager::AllocHardwareChannel( u32 priority, HardwareChannel::HardwareChannelCallback callback, void* callbackData ) { HardwareChannel* pChannel = Alloc(); if ( pChannel == NULL ) return NULL; AXVPB* vpb = AX_AcquireVoice( priority, HardwareChannel::ChannelCallback, reinterpret_cast( pChannel ) ); if ( vpb == NULL ) { Free( pChannel ); return NULL; } pChannel->SetParamBlock( vpb ); pChannel->m_Callback = callback; pChannel->m_pCallbackData = callbackData; return pChannel; } void HardwareChannelManager::FreeHardwareChannel( HardwareChannel* pChannel ) { NW_NULL_ASSERT( pChannel ); if ( pChannel->IsAvailable() ) { AX_FreeVoice( pChannel->m_pVpb ); } Free( pChannel ); } } // namespace nw::snd::internal::driver } // namespace nw::snd::internal } // namespace nw::snd } // namespace nw