1 /*---------------------------------------------------------------------------*
2 Project: NintendoWare
3 File: playerHeapApp.cpp
4
5 Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc. All rights reserved.
6
7 These coded instructions, statements, and computer programs contain proprietary
8 information of Nintendo and/or its licensed developers and are protected by
9 national and international copyright laws. They may not be disclosed to third
10 parties or copied or duplicated in any form, in whole or in part, without the
11 prior written consent of Nintendo.
12
13 The content herein is highly confidential and should be handled accordingly.
14
15 $Revision: $
16 *---------------------------------------------------------------------------*/
17
18 #include "precompiled.h"
19
20 #include "playerHeapApp.h"
21 #include "playerHeap.csid"
22
23 namespace
24 {
25 /*
26
27 定数
28
29 */
30 const s32 SOUND_THREAD_PRIORITY = 4;
31 const s32 LOAD_THREAD_PRIORITY = 3;
32 const s32 SOUND_HEAP_SIZE = 1 * 1024 * 1024;
33 const char SOUND_ARC_PATH[] = NW_SND_DEMO_PATH_PREFIX "playerHeap.bcsar";
34 const char DEMO_TITLE[] = "playerHeap";
35
36 } // anonymous namespace
37
38
39
40 /*
41
42 PlayerHeapApp クラス定義
43
44 */
PlayerHeapApp()45 PlayerHeapApp::PlayerHeapApp()
46 {
47 }
48
OnInitialize()49 void PlayerHeapApp::OnInitialize()
50 {
51 InitializeSoundSystem();
52
53 // SoundDataManager を使った明示的なデータロードを行わない
54 // (StartSound を呼び出すと、サウンドデータロードスレッドにて、
55 // プレイヤーヒープに必要なデータがロードされます)
56 }
57
InitializeSoundSystem()58 void PlayerHeapApp::InitializeSoundSystem()
59 {
60 // サウンドシステムの初期化
61 {
62 nw::snd::SoundSystem::SoundSystemParam param;
63 size_t workMemSize = nw::snd::SoundSystem::GetRequiredMemSize( param );
64 m_pMemoryForSoundSystem = MemAlloc( workMemSize );
65
66 nw::snd::SoundSystem::Initialize(
67 param,
68 reinterpret_cast<uptr>( m_pMemoryForSoundSystem ),
69 workMemSize );
70 }
71
72 // サウンドアーカイブ
73 if ( ! m_Archive.Open( SOUND_ARC_PATH ) )
74 {
75 NW_ASSERTMSG( 0, "cannot open bcsar(%s)\n", SOUND_ARC_PATH );
76 }
77
78 // INFO ブロックのロード
79 {
80 u32 infoBlockSize = m_Archive.GetHeaderSize();
81 m_pMemoryForInfoBlock = MemAlloc( infoBlockSize );
82 if ( ! m_Archive.LoadHeader( m_pMemoryForInfoBlock, infoBlockSize ) )
83 {
84 NW_ASSERTMSG( 0, "cannot load infoBlock(%s)", SOUND_ARC_PATH );
85 }
86 }
87
88 // STRING ブロックのロード
89 {
90 u32 stringBlockSize = m_Archive.GetLabelStringDataSize();
91 m_pMemoryForStringBlock = MemAlloc( stringBlockSize );
92 if ( ! m_Archive.LoadLabelStringData( m_pMemoryForStringBlock, stringBlockSize ) )
93 {
94 NW_ASSERTMSG( 0, "cannot load stringBlock(%s)", SOUND_ARC_PATH );
95 }
96 }
97
98 // サウンドデータマネージャーの初期化
99 {
100 u32 setupSize = m_DataManager.GetRequiredMemSize( &m_Archive );
101 m_pMemoryForSoundDataManager = MemAlloc( setupSize );
102 m_DataManager.Initialize( &m_Archive, m_pMemoryForSoundDataManager, setupSize );
103 }
104
105 // サウンドアーカイブプレイヤーの初期化
106 {
107 u32 setupSize = m_ArchivePlayer.GetRequiredMemSize( &m_Archive );
108 m_pMemoryForSoundArchivePlayer = MemAlloc( setupSize, 32 );
109 u32 setupStrmBufferSize =
110 m_ArchivePlayer.GetRequiredStreamBufferSize( &m_Archive );
111 m_pMemoryForStreamBuffer = MemAlloc( setupStrmBufferSize, 32 );
112 bool result = m_ArchivePlayer.Initialize(
113 &m_Archive,
114 &m_DataManager,
115 nw::ut::RoundUp( m_pMemoryForSoundArchivePlayer, 32 ), setupSize,
116 m_pMemoryForStreamBuffer, setupStrmBufferSize );
117 NW_ASSERT( result );
118 }
119 }
120
OnFinalize()121 void PlayerHeapApp::OnFinalize()
122 {
123 nw::snd::SoundSystem::Finalize();
124
125 MemFree( m_pMemoryForSoundSystem );
126 MemFree( m_pMemoryForInfoBlock );
127 MemFree( m_pMemoryForStringBlock );
128 MemFree( m_pMemoryForSoundDataManager );
129 MemFree( m_pMemoryForSoundArchivePlayer );
130 MemFree( m_pMemoryForStreamBuffer );
131 }
132
OnDrawUpLCD(nw::font::TextWriter & writer)133 void PlayerHeapApp::OnDrawUpLCD( nw::font::TextWriter& writer )
134 {
135 writer.Printf(" DEMO nw::snd %s\n\n", DEMO_TITLE);
136
137 writer.Print(" -- usage --\n\n");
138 writer.Print(" [A] Play SEQ\n");
139 writer.Print(" [X] Play WSD\n");
140 writer.Print(" [B] Stop Sound\n\n");
141 }
142
OnDrawDownLCD(nw::font::TextWriter &)143 void PlayerHeapApp::OnDrawDownLCD( nw::font::TextWriter& )
144 {
145 // なにも書かない
146 }
147
OnUpdatePad(nw::demo::Pad & pad)148 void PlayerHeapApp::OnUpdatePad( nw::demo::Pad& pad )
149 {
150 if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_A ) )
151 {
152 m_Handle.Stop( 0 );
153 bool result = m_ArchivePlayer.StartSound( &m_Handle, SEQ_YOSHI ).IsSuccess();
154 NN_LOG("SEQ_YOSHI ... (%d)\n", result);
155 }
156 if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_X ) )
157 {
158 m_Handle.Stop( 0 );
159 bool result = m_ArchivePlayer.StartSound( &m_Handle, WSD_WIHAHO ).IsSuccess();
160 NN_LOG("WSD_WIHAHO ... (%d)\n", result);
161 }
162 if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_B ) )
163 {
164 m_Handle.Stop( 3 );
165 }
166 }
167
OnUpdate()168 void PlayerHeapApp::OnUpdate()
169 {
170 m_ArchivePlayer.Update();
171 }
172