1 /*---------------------------------------------------------------------------*
2 Project: NintendoWare
3 File: MemorySoundArchiveApp.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 "MemorySoundArchiveApp.h"
19 #include "simple.csid"
20
21 namespace
22 {
23
24 const s32 SOUND_THREAD_PRIORITY = 4;
25 const s32 LOAD_THREAD_PRIORITY = 3;
26 const s32 SOUND_HEAP_SIZE = 1 * 1024 * 1024;
27 const char SOUND_ARC_PATH[] = NW_SND_DEMO_PATH_PREFIX "simple.bcsar";
28 const char DEMO_TITLE[] = "MemorySoundArchive";
29
30 }
31
OnInitialize()32 void MemorySoundArchiveApp::OnInitialize()
33 {
34 InitializeSoundSystem();
35 }
36
InitializeSoundSystem()37 void MemorySoundArchiveApp::InitializeSoundSystem()
38 {
39 // サウンドシステムの初期化
40 {
41 nw::snd::SoundSystem::SoundSystemParam param;
42 size_t workMemSize = nw::snd::SoundSystem::GetRequiredMemSize( param );
43 m_pMemoryForSoundSystem = MemAlloc( workMemSize );
44
45 nw::snd::SoundSystem::Initialize(
46 param,
47 reinterpret_cast<uptr>( m_pMemoryForSoundSystem ),
48 workMemSize );
49 }
50
51 // メモリーサウンドアーカイブの初期化
52 {
53 nn::fs::FileReader reader( SOUND_ARC_PATH );
54 s32 size = (s32)reader.GetSize();
55 m_pMemoryForSoundArchive = MemAlloc( size, 32 );
56 s32 readSize = reader.Read( m_pMemoryForSoundArchive, size );
57 m_Archive.Initialize( m_pMemoryForSoundArchive );
58 reader.Finalize();
59 }
60
61 // サウンドデータマネージャーの初期化
62 {
63 u32 setupSize = m_DataManager.GetRequiredMemSize( &m_Archive );
64 m_pMemoryForSoundDataManager = MemAlloc( setupSize );
65 m_DataManager.Initialize( &m_Archive, m_pMemoryForSoundDataManager, setupSize );
66 }
67
68 // サウンドアーカイブプレイヤーの初期化
69 {
70 u32 setupSize = m_ArchivePlayer.GetRequiredMemSize( &m_Archive );
71 m_pMemoryForSoundArchivePlayer = MemAlloc( setupSize, 32 );
72 u32 setupStrmBufferSize =
73 m_ArchivePlayer.GetRequiredStreamBufferSize( &m_Archive );
74 m_pMemoryForStreamBuffer = MemAlloc( setupStrmBufferSize, 32 );
75 bool result = m_ArchivePlayer.Initialize(
76 &m_Archive,
77 &m_DataManager,
78 m_pMemoryForSoundArchivePlayer, setupSize,
79 m_pMemoryForStreamBuffer, setupStrmBufferSize );
80 NW_ASSERT( result );
81 }
82 }
83
OnFinalize()84 void MemorySoundArchiveApp::OnFinalize()
85 {
86 nw::snd::SoundSystem::Finalize();
87
88 MemFree( m_pMemoryForSoundSystem );
89 MemFree( m_pMemoryForSoundDataManager );
90 MemFree( m_pMemoryForSoundArchivePlayer );
91 MemFree( m_pMemoryForStreamBuffer );
92 MemFree( m_pMemoryForSoundArchive );
93 }
94
OnDrawUpLCD(nw::font::TextWriter & writer)95 void MemorySoundArchiveApp::OnDrawUpLCD( nw::font::TextWriter& writer )
96 {
97 writer.Printf(" DEMO nw::snd %s\n\n", DEMO_TITLE);
98
99 writer.Print(" -- usage --\n\n");
100 writer.Print(" [A] Play Sequence Sound\n");
101 writer.Print(" [X] Play Wave Sound\n");
102 writer.Print(" [B] Stop Sound\n\n");
103 }
104
OnDrawDownLCD(nw::font::TextWriter &)105 void MemorySoundArchiveApp::OnDrawDownLCD( nw::font::TextWriter& )
106 {
107 // なにも書かない
108 }
109
OnUpdatePad(nw::demo::Pad & pad)110 void MemorySoundArchiveApp::OnUpdatePad( nw::demo::Pad& pad )
111 {
112 if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_A ) )
113 {
114 m_Handle.Stop( 0 );
115 bool result = m_ArchivePlayer.StartSound( &m_Handle, SEQ_MARIOKART ).IsSuccess();
116 NN_LOG("[SEQ] SEQ_MARIOKART ... (%d)\n", result);
117 }
118
119 if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_X ) )
120 {
121 m_Handle.Stop( 0 );
122 bool result = m_ArchivePlayer.StartSound( &m_Handle, SE_YOSHI ).IsSuccess();
123 NN_LOG("[WSD] SE_YOSHI ... (%d)\n", result);
124 }
125
126 if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_B ) )
127 {
128 m_Handle.Stop( 3 );
129 }
130 }
131
OnUpdate()132 void MemorySoundArchiveApp::OnUpdate()
133 {
134 m_ArchivePlayer.Update();
135 }
136