/*---------------------------------------------------------------------------* Project: NintendoWare File: playerHeapApp.cpp Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo and/or its licensed developers and are protected by national and international copyright laws. 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. The content herein is highly confidential and should be handled accordingly. $Revision: $ *---------------------------------------------------------------------------*/ #include "precompiled.h" #include "playerHeapApp.h" #include "playerHeap.csid" namespace { /* 定数 */ 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 "playerHeap.bcsar"; const char DEMO_TITLE[] = "playerHeap"; } // anonymous namespace /* PlayerHeapApp クラス定義 */ PlayerHeapApp::PlayerHeapApp() { } void PlayerHeapApp::OnInitialize() { InitializeSoundSystem(); // SoundDataManager を使った明示的なデータロードを行わない // (StartSound を呼び出すと、サウンドデータロードスレッドにて、 // プレイヤーヒープに必要なデータがロードされます) } void PlayerHeapApp::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 bcsar(%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, nw::ut::RoundUp( m_pMemoryForSoundArchivePlayer, 32 ), setupSize, m_pMemoryForStreamBuffer, setupStrmBufferSize ); NW_ASSERT( result ); } } void PlayerHeapApp::OnFinalize() { nw::snd::SoundSystem::Finalize(); MemFree( m_pMemoryForSoundSystem ); MemFree( m_pMemoryForInfoBlock ); MemFree( m_pMemoryForStringBlock ); MemFree( m_pMemoryForSoundDataManager ); MemFree( m_pMemoryForSoundArchivePlayer ); MemFree( m_pMemoryForStreamBuffer ); } void PlayerHeapApp::OnDrawUpLCD( nw::font::TextWriter& writer ) { writer.Printf(" DEMO nw::snd %s\n\n", DEMO_TITLE); writer.Print(" -- usage --\n\n"); writer.Print(" [A] Play SEQ\n"); writer.Print(" [X] Play WSD\n"); writer.Print(" [B] Stop Sound\n\n"); } void PlayerHeapApp::OnDrawDownLCD( nw::font::TextWriter& ) { // なにも書かない } void PlayerHeapApp::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_YOSHI ).IsSuccess(); NN_LOG("SEQ_YOSHI ... (%d)\n", result); } if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_X ) ) { m_Handle.Stop( 0 ); bool result = m_ArchivePlayer.StartSound( &m_Handle, WSD_WIHAHO ).IsSuccess(); NN_LOG("WSD_WIHAHO ... (%d)\n", result); } if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_B ) ) { m_Handle.Stop( 3 ); } } void PlayerHeapApp::OnUpdate() { m_ArchivePlayer.Update(); }