1 /*---------------------------------------------------------------------------*
2 Project: NintendoWare
3 File: playerHeapApp.cpp
4
5 Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved.
6
7 These coded instructions, statements, and computer programs contain
8 proprietary information of Nintendo of America Inc. and/or Nintendo
9 Company Ltd., and are protected by Federal copyright law. They may
10 not be disclosed to third parties or copied or duplicated in any form,
11 in whole or in part, without the prior written consent of Nintendo.
12
13 $Revision:$
14 *---------------------------------------------------------------------------*/
15
16 #include "precompiled.h"
17
18 #include "playerHeapApp.h"
19 #include "playerHeap.csid"
20
21 namespace
22 {
23 /*
24
25 定数
26
27 */
28 const s32 SOUND_THREAD_PRIORITY = 4;
29 const s32 LOAD_THREAD_PRIORITY = 3;
30 const s32 SOUND_HEAP_SIZE = 1 * 1024 * 1024;
31 const char SOUND_ARC_PATH[] = NW_SND_DEMO_PATH_PREFIX "playerHeap.bcsar";
32 const char DEMO_TITLE[] = "playerHeap";
33
34 } // anonymous namespace
35
36
37
38 /*
39
40 PlayerHeapApp クラス定義
41
42 */
PlayerHeapApp()43 PlayerHeapApp::PlayerHeapApp()
44 {
45 }
46
OnInitialize()47 void PlayerHeapApp::OnInitialize()
48 {
49 InitializeSoundSystem();
50
51 // SoundDataManager を使った明示的なデータロードを行わない
52 // (StartSound を呼び出すと、サウンドデータロードスレッドにて、
53 // プレイヤーヒープに必要なデータがロードされます)
54 }
55
InitializeSoundSystem()56 void PlayerHeapApp::InitializeSoundSystem()
57 {
58 // サウンドシステムの初期化
59 {
60 nw::snd::SoundSystem::SoundSystemParam param;
61 size_t workMemSize = nw::snd::SoundSystem::GetRequiredMemSize( param );
62 m_pMemoryForSoundSystem = MemAlloc( workMemSize );
63
64 nw::snd::SoundSystem::Initialize(
65 param,
66 reinterpret_cast<uptr>( m_pMemoryForSoundSystem ),
67 workMemSize );
68 }
69
70 // サウンドアーカイブ
71 if ( ! m_Archive.Open( SOUND_ARC_PATH ) )
72 {
73 NW_ASSERTMSG( 0, "cannot open bcsar(%s)\n", SOUND_ARC_PATH );
74 }
75
76 // INFO ブロックのロード
77 {
78 u32 infoBlockSize = m_Archive.GetHeaderSize();
79 m_pMemoryForInfoBlock = MemAlloc( infoBlockSize );
80 if ( ! m_Archive.LoadHeader( m_pMemoryForInfoBlock, infoBlockSize ) )
81 {
82 NW_ASSERTMSG( 0, "cannot load infoBlock(%s)", SOUND_ARC_PATH );
83 }
84 }
85
86 // STRING ブロックのロード
87 {
88 u32 stringBlockSize = m_Archive.GetLabelStringDataSize();
89 m_pMemoryForStringBlock = MemAlloc( stringBlockSize );
90 if ( ! m_Archive.LoadLabelStringData( m_pMemoryForStringBlock, stringBlockSize ) )
91 {
92 NW_ASSERTMSG( 0, "cannot load stringBlock(%s)", SOUND_ARC_PATH );
93 }
94 }
95
96 // サウンドデータマネージャーの初期化
97 {
98 u32 setupSize = m_DataManager.GetRequiredMemSize( &m_Archive );
99 m_pMemoryForSoundDataManager = MemAlloc( setupSize );
100 m_DataManager.Initialize( &m_Archive, m_pMemoryForSoundDataManager, setupSize );
101 }
102
103 // サウンドアーカイブプレイヤーの初期化
104 {
105 u32 setupSize = m_ArchivePlayer.GetRequiredMemSize( &m_Archive );
106 m_pMemoryForSoundArchivePlayer = MemAlloc( setupSize, 32 );
107 u32 setupStrmBufferSize =
108 m_ArchivePlayer.GetRequiredStreamBufferSize( &m_Archive );
109 m_pMemoryForStreamBuffer = MemAlloc( setupStrmBufferSize, 32 );
110 bool result = m_ArchivePlayer.Initialize(
111 &m_Archive,
112 &m_DataManager,
113 nw::ut::RoundUp( m_pMemoryForSoundArchivePlayer, 32 ), setupSize,
114 m_pMemoryForStreamBuffer, setupStrmBufferSize );
115 NW_ASSERT( result );
116 }
117 }
118
OnFinalize()119 void PlayerHeapApp::OnFinalize()
120 {
121 nw::snd::SoundSystem::Finalize();
122
123 MemFree( m_pMemoryForSoundSystem );
124 MemFree( m_pMemoryForInfoBlock );
125 MemFree( m_pMemoryForStringBlock );
126 MemFree( m_pMemoryForSoundDataManager );
127 MemFree( m_pMemoryForSoundArchivePlayer );
128 MemFree( m_pMemoryForStreamBuffer );
129 }
130
OnDrawUpLCD(nw::font::TextWriter & writer)131 void PlayerHeapApp::OnDrawUpLCD( nw::font::TextWriter& writer )
132 {
133 writer.Printf(" DEMO nw::snd %s\n\n", DEMO_TITLE);
134
135 writer.Print(" -- usage --\n\n");
136 writer.Print(" [A] Play SEQ\n");
137 writer.Print(" [X] Play WSD\n");
138 writer.Print(" [B] Stop Sound\n\n");
139 }
140
OnDrawDownLCD(nw::font::TextWriter &)141 void PlayerHeapApp::OnDrawDownLCD( nw::font::TextWriter& )
142 {
143 // なにも書かない
144 }
145
OnUpdatePad(nw::demo::Pad & pad)146 void PlayerHeapApp::OnUpdatePad( nw::demo::Pad& pad )
147 {
148 if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_A ) )
149 {
150 m_Handle.Stop( 0 );
151 bool result = m_ArchivePlayer.StartSound( &m_Handle, SEQ_YOSHI ).IsSuccess();
152 NN_LOG("SEQ_YOSHI ... (%d)\n", result);
153 }
154 if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_X ) )
155 {
156 m_Handle.Stop( 0 );
157 bool result = m_ArchivePlayer.StartSound( &m_Handle, WSD_WIHAHO ).IsSuccess();
158 NN_LOG("WSD_WIHAHO ... (%d)\n", result);
159 }
160 if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_B ) )
161 {
162 m_Handle.Stop( 3 );
163 }
164 }
165
OnUpdate()166 void PlayerHeapApp::OnUpdate()
167 {
168 m_ArchivePlayer.Update();
169 }
170