#!/usr/bin/env omake #---------------------------------------------------------------------------- # Project: NintendoWare # File: OMakefile # # 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. # # $Revision:$ #---------------------------------------------------------------------------- # 追加するライブラリ NW_LIBRARIES += libnw_demo snd_demolib # インクルードパス INCLUDES += ../demolib/include # # サウンドデータの生成 # SOUNDPROJECT_CONVERTER = $(NW4C_ROOT)/tools/SoundMaker/NW4C_SoundProjectConverter.exe SAMPLEDATA_DIR = $(NW4C_ROOT)/SampleData/Sound/Projects WAVE_CONVERTER = $(CTRSDK_ROOT)/tools/CommandLineTools/ctr_WaveConverter32.exe public.GetBcsar(outdir, projectDir) = PROJECT_DIR = $(SAMPLEDATA_DIR)/$(projectDir) SARC_PATH = $(outdir)/$(projectDir).bcsar SOUNDMAKER_PROJECT_FILES[] = $(PROJECT_DIR)/$(projectDir).cspj $(PROJECT_DIR)/$(projectDir).csst $(SARC_PATH): $(SOUNDMAKER_PROJECT_FILES) $(SOUNDPROJECT_CONVERTER) :effects: $(PROJECT_DIR)/output/$(projectDir).bcsar $(SOUNDPROJECT_CONVERTER) $(PROJECT_DIR)/$(projectDir).cspj --silent mkdir -p $(outdir) cp $(PROJECT_DIR)/output/$(projectDir).csid $(outdir)/../sources cp $(PROJECT_DIR)/output/$(projectDir).bcsar $@ RequireSetup($(SARC_PATH)) return $(SARC_PATH) public.GetBcsarWithCache(outdir, projectDir, cache) = PROJECT_DIR = $(SAMPLEDATA_DIR)/$(projectDir) SARC_PATH = $(outdir)/$(projectDir).bcsar SOUNDMAKER_PROJECT_FILES[] = $(PROJECT_DIR)/$(projectDir).cspj $(PROJECT_DIR)/$(projectDir).csst $(SARC_PATH): $(SOUNDMAKER_PROJECT_FILES) $(SOUNDPROJECT_CONVERTER) :effects: $(PROJECT_DIR)/output/$(projectDir).bcsar $(SOUNDPROJECT_CONVERTER) $(PROJECT_DIR)/$(projectDir).cspj --silent mkdir -p $(outdir) cp $(PROJECT_DIR)/output/$(projectDir).csid $(outdir)/../sources cp $(PROJECT_DIR)/output/$(projectDir).bcsar $@ cp $(PROJECT_DIR)/cache/$(cache) $(outdir) RequireSetup($(SARC_PATH)) return $(SARC_PATH) public.GetBcsarStream(outdir, projectDir) = PROJECT_DIR = $(SAMPLEDATA_DIR)/$(projectDir) SARC_PATH = $(outdir)/$(projectDir).bcsar SOUNDMAKER_PROJECT_FILES[] = $(PROJECT_DIR)/$(projectDir).cspj $(PROJECT_DIR)/$(projectDir).csst $(SARC_PATH): $(SOUNDMAKER_PROJECT_FILES) $(SOUNDPROJECT_CONVERTER) :effects: $(PROJECT_DIR)/output/$(projectDir).bcsar $(SOUNDPROJECT_CONVERTER) $(PROJECT_DIR)/$(projectDir).cspj --silent mkdir -p $(outdir)/stream cp $(PROJECT_DIR)/output/$(projectDir).csid $(outdir)/../sources cp $(PROJECT_DIR)/output/$(projectDir).bcsar $@ cp $(PROJECT_DIR)/output/stream/*.bcstm $(dirname $@)/stream RequireSetup($(SARC_PATH)) return $(SARC_PATH) public.GetBcsarStreamNoCsid(outdir, projectDir) = PROJECT_DIR = $(SAMPLEDATA_DIR)/$(projectDir) SARC_PATH = $(outdir)/$(projectDir).bcsar SOUNDMAKER_PROJECT_FILES[] = $(PROJECT_DIR)/$(projectDir).cspj $(PROJECT_DIR)/$(projectDir).csst $(SARC_PATH): $(SOUNDMAKER_PROJECT_FILES) $(SOUNDPROJECT_CONVERTER) :effects: $(PROJECT_DIR)/output/$(projectDir).bcsar $(SOUNDPROJECT_CONVERTER) $(PROJECT_DIR)/$(projectDir).cspj --silent mkdir -p $(outdir)/stream cp $(PROJECT_DIR)/output/$(projectDir).bcsar $@ cp $(PROJECT_DIR)/output/stream/*.bcstm $(dirname $@)/stream return $(SARC_PATH) public.GetSinBcwav(outdir) = PROJECT_DIR = $(SAMPLEDATA_DIR)/withSdk IN_WAVE_PATH = $(PROJECT_DIR)/sin440.aiff OUT_BCWAV_PATH = $(outdir)/sin440.dspadpcm.bcwav $(OUT_BCWAV_PATH): $(IN_WAVE_PATH) $(WAVE_CONVERTER) $(WAVE_CONVERTER) --dspadpcm $(IN_WAVE_PATH) -o $(OUT_BCWAV_PATH) return $(OUT_BCWAV_PATH) # # シェーダーファイルのコピー # SHADER_FILE = nwfont_RectDrawerShader.shbin public.GetShaderFile(outdir) = SHADER_PATH = $(outdir)/$(SHADER_FILE) $(SHADER_PATH): $(NW4C_ROOT)/shaders/$(SHADER_FILE) mkdir -p $(outdir) cp $< $@ return $(SHADER_PATH) # # ビルド対象ディレクトリ # .SUBDIRS: \ demolib \ simple \ externalFile \ memorySoundArchive \ originalSoundHeap \ playerHeap \ labelString \ holdSound \ soundActor \ sound3d \ withSdk \ createSoundThreadManually \ effect \ filter \ hioSoundArchive DefineDefaultRules()