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     // バンクと波形アーカイブのみロード
52     // (シーケンスデータはプレイヤーヒープにロードされる)
53     if ( ! m_DataManager.LoadData( BANK_YOSHI, &m_Heap ) )
54     {
55         NW_ASSERTMSG( false, "LoadData(BANK_YOSHI) failed.");
56     }
57 }
58 
InitializeSoundSystem()59 void PlayerHeapApp::InitializeSoundSystem()
60 {
61     // サウンドシステムの初期化
62     {
63         nw::snd::SoundSystem::SoundSystemParam param;
64         size_t workMemSize = nw::snd::SoundSystem::GetRequiredMemSize( param );
65         m_pMemoryForSoundSystem = MemAlloc( workMemSize );
66 
67         nw::snd::SoundSystem::Initialize(
68                 param,
69                 reinterpret_cast<uptr>( m_pMemoryForSoundSystem ),
70                 workMemSize );
71     }
72 
73     // サウンドアーカイブ
74     if ( ! m_Archive.Open( SOUND_ARC_PATH ) )
75     {
76         NW_ASSERTMSG( 0, "cannot open bcsar(%s)\n", SOUND_ARC_PATH );
77     }
78 
79     // INFO ブロックのロード
80     {
81         u32 infoBlockSize = m_Archive.GetHeaderSize();
82         m_pMemoryForInfoBlock = MemAlloc( infoBlockSize );
83         if ( ! m_Archive.LoadHeader( m_pMemoryForInfoBlock, infoBlockSize ) )
84         {
85             NW_ASSERTMSG( 0, "cannot load infoBlock(%s)", SOUND_ARC_PATH );
86         }
87     }
88 
89     // STRING ブロックのロード
90     {
91         u32 stringBlockSize = m_Archive.GetLabelStringDataSize();
92         m_pMemoryForStringBlock = MemAlloc( stringBlockSize );
93         if ( ! m_Archive.LoadLabelStringData( m_pMemoryForStringBlock, stringBlockSize ) )
94         {
95             NW_ASSERTMSG( 0, "cannot load stringBlock(%s)", SOUND_ARC_PATH );
96         }
97     }
98 
99     // サウンドデータマネージャーの初期化
100     {
101         u32 setupSize = m_DataManager.GetRequiredMemSize( &m_Archive );
102         m_pMemoryForSoundDataManager = MemAlloc( setupSize );
103         m_DataManager.Initialize( &m_Archive, m_pMemoryForSoundDataManager, setupSize );
104     }
105 
106     // サウンドアーカイブプレイヤーの初期化
107     {
108         u32 setupSize = m_ArchivePlayer.GetRequiredMemSize( &m_Archive );
109         m_pMemoryForSoundArchivePlayer = MemAlloc( setupSize, 32 );
110         u32 setupStrmBufferSize =
111             m_ArchivePlayer.GetRequiredStreamBufferSize( &m_Archive );
112         m_pMemoryForStreamBuffer = MemAlloc( setupStrmBufferSize, 32 );
113         bool result = m_ArchivePlayer.Initialize(
114                 &m_Archive,
115                 &m_DataManager,
116                 nw::ut::RoundUp( m_pMemoryForSoundArchivePlayer, 32 ), setupSize,
117                 m_pMemoryForStreamBuffer, setupStrmBufferSize );
118         NW_ASSERT( result );
119     }
120 
121     // サウンドヒープの構築
122     {
123         m_pMemoryForSoundHeap = MemAlloc( SOUND_HEAP_SIZE );
124         bool result = m_Heap.Create( m_pMemoryForSoundHeap, SOUND_HEAP_SIZE );
125         NW_ASSERT( result );
126     }
127 }
128 
OnFinalize()129 void PlayerHeapApp::OnFinalize()
130 {
131     nw::snd::SoundSystem::Finalize();
132 
133     MemFree( m_pMemoryForSoundSystem );
134     MemFree( m_pMemoryForInfoBlock );
135     MemFree( m_pMemoryForStringBlock );
136     MemFree( m_pMemoryForSoundDataManager );
137     MemFree( m_pMemoryForSoundArchivePlayer );
138     MemFree( m_pMemoryForSoundHeap );
139     MemFree( m_pMemoryForStreamBuffer );
140 }
141 
OnDrawUpLCD(nw::font::TextWriter & writer)142 void PlayerHeapApp::OnDrawUpLCD( nw::font::TextWriter& writer )
143 {
144     writer.Printf(" DEMO nw::snd %s\n\n", DEMO_TITLE);
145 
146     writer.Print("    -- usage --\n\n");
147     writer.Print("    [A] Play SE_1\n");
148     writer.Print("    [X] Play SE_2\n");
149     writer.Print("    [B] Stop Sound\n\n");
150 }
151 
OnDrawDownLCD(nw::font::TextWriter &)152 void PlayerHeapApp::OnDrawDownLCD( nw::font::TextWriter& )
153 {
154     // なにも書かない
155 }
156 
OnUpdatePad(nw::demo::Pad & pad)157 void PlayerHeapApp::OnUpdatePad( nw::demo::Pad& pad )
158 {
159     if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_A ) )
160     {
161         bool result = m_ArchivePlayer.StartSound( &m_Handle, SEQ_YOSHI ).IsSuccess();
162         NN_LOG("SEQ_YOSHI ... (%d)\n", result);
163     }
164 
165     if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_X ) )
166     {
167         bool result = m_ArchivePlayer.StartSound( &m_Handle, SEQ_WIHAHO ).IsSuccess();
168         NN_LOG("SEQ_WIHAHO ... (%d)\n", result);
169     }
170 
171     if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_B ) )
172     {
173         m_Handle.Stop( 3 );
174     }
175 }
176 
OnUpdate()177 void PlayerHeapApp::OnUpdate()
178 {
179     m_ArchivePlayer.Update();
180 }
181