1 /*---------------------------------------------------------------------------*
2   Project:  NintendoWare
3   File:     OriginalSoundHeapApp.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 "OriginalSoundHeapApp.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[] = "OriginalSoundHeap";
29 
30 }
31 
OnInitialize()32 void OriginalSoundHeapApp::OnInitialize()
33 {
34     InitializeSoundSystem();
35 
36     // オリジナルヒープにデータをロードする
37     if ( ! m_DataManager.LoadData( SEQ_MARIOKART, &m_Heap ) )
38     {
39         NW_ASSERTMSG( false, "LoadData(SEQ_MARIOKART) failed.");
40     }
41 }
42 
InitializeSoundSystem()43 void OriginalSoundHeapApp::InitializeSoundSystem()
44 {
45     // サウンドシステムの初期化
46     {
47         nw::snd::SoundSystem::SoundSystemParam param;
48         size_t workMemSize = nw::snd::SoundSystem::GetRequiredMemSize( param );
49         m_pMemoryForSoundSystem = MemAlloc( workMemSize );
50 
51         nw::snd::SoundSystem::Initialize(
52                 param,
53                 reinterpret_cast<uptr>( m_pMemoryForSoundSystem ),
54                 workMemSize );
55     }
56 
57     // サウンドアーカイブ
58     if ( ! m_Archive.Open( SOUND_ARC_PATH ) )
59     {
60         NW_ASSERTMSG( 0, "cannot open bxsar(%s)\n", SOUND_ARC_PATH );
61     }
62 
63     // INFO ブロックのロード
64     {
65         u32 infoBlockSize = m_Archive.GetHeaderSize();
66         m_pMemoryForInfoBlock = MemAlloc( infoBlockSize );
67         if ( ! m_Archive.LoadHeader( m_pMemoryForInfoBlock, infoBlockSize ) )
68         {
69             NW_ASSERTMSG( 0, "cannot load infoBlock(%s)", SOUND_ARC_PATH );
70         }
71     }
72 
73     // STRING ブロックのロード
74     {
75         u32 stringBlockSize = m_Archive.GetLabelStringDataSize();
76         m_pMemoryForStringBlock = MemAlloc( stringBlockSize );
77         if ( ! m_Archive.LoadLabelStringData( m_pMemoryForStringBlock, stringBlockSize ) )
78         {
79             NW_ASSERTMSG( 0, "cannot load stringBlock(%s)", SOUND_ARC_PATH );
80         }
81     }
82 
83     // サウンドデータマネージャーの初期化
84     {
85         u32 setupSize = m_DataManager.GetRequiredMemSize( &m_Archive );
86         m_pMemoryForSoundDataManager = MemAlloc( setupSize );
87         m_DataManager.Initialize( &m_Archive, m_pMemoryForSoundDataManager, setupSize );
88     }
89 
90     // サウンドアーカイブプレイヤーの初期化
91     {
92         u32 setupSize = m_ArchivePlayer.GetRequiredMemSize( &m_Archive );
93         m_pMemoryForSoundArchivePlayer = MemAlloc( setupSize, 32 );
94         u32 setupStrmBufferSize =
95             m_ArchivePlayer.GetRequiredStreamBufferSize( &m_Archive );
96         m_pMemoryForStreamBuffer = MemAlloc( setupStrmBufferSize, 32 );
97         bool result = m_ArchivePlayer.Initialize(
98                 &m_Archive,
99                 &m_DataManager,
100                 m_pMemoryForSoundArchivePlayer, setupSize,
101                 m_pMemoryForStreamBuffer, setupStrmBufferSize );
102         NW_ASSERT( result );
103     }
104 
105     // サウンドヒープの構築
106     {
107         m_pMemoryForSoundHeap = MemAlloc( SOUND_HEAP_SIZE );
108         bool result = m_Heap.Create( m_pMemoryForSoundHeap, SOUND_HEAP_SIZE );
109         NW_ASSERT( result );
110     }
111 }
112 
OnFinalize()113 void OriginalSoundHeapApp::OnFinalize()
114 {
115     nw::snd::SoundSystem::Finalize();
116 
117     MemFree( m_pMemoryForSoundSystem );
118     MemFree( m_pMemoryForInfoBlock );
119     MemFree( m_pMemoryForStringBlock );
120     MemFree( m_pMemoryForSoundDataManager );
121     MemFree( m_pMemoryForSoundArchivePlayer );
122     MemFree( m_pMemoryForSoundHeap );
123     MemFree( m_pMemoryForStreamBuffer );
124 }
125 
OnDrawUpLCD(nw::font::TextWriter & writer)126 void OriginalSoundHeapApp::OnDrawUpLCD( nw::font::TextWriter& writer )
127 {
128     writer.Printf(" DEMO nw::snd %s\n\n", DEMO_TITLE);
129 
130     writer.Print("    -- usage --\n\n");
131     writer.Print("    [A] Play Sequence Sound\n");
132     writer.Print("    [B] Stop Sound\n");
133 }
134 
OnDrawDownLCD(nw::font::TextWriter &)135 void OriginalSoundHeapApp::OnDrawDownLCD( nw::font::TextWriter& /*writer*/ )
136 {
137     // なにもしない
138 }
139 
OnUpdatePad(nw::demo::Pad & pad)140 void OriginalSoundHeapApp::OnUpdatePad( nw::demo::Pad& pad )
141 {
142     if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_A ) )
143     {
144         m_Handle.Stop( 0 );
145         bool result = m_ArchivePlayer.StartSound( &m_Handle, SEQ_MARIOKART ).IsSuccess();
146         NN_LOG("[SEQ] SEQ_MARIOKART ... (%d)\n", result);
147     }
148 
149     if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_B ) )
150     {
151         m_Handle.Stop( 3 );
152     }
153 }
154 
OnUpdate()155 void OriginalSoundHeapApp::OnUpdate()
156 {
157     m_ArchivePlayer.Update();
158 }
159 
160 
161 
OriginalSoundHeap()162 OriginalSoundHeap::OriginalSoundHeap()
163 : m_IsDirectionHead( true )
164 {
165 }
166 
Create(void * startAddress,size_t size)167 bool OriginalSoundHeap::Create( void* startAddress, size_t size )
168 {
169     m_pBufferHead = startAddress;
170     m_BufferSize = size;
171     m_pFrameHeap = nw::ut::FrameHeap::Create( startAddress, size );
172     if ( m_pFrameHeap != NULL ) { return true; }
173     else { return false; }
174 }
175 
Alloc(size_t size)176 void* OriginalSoundHeap::Alloc( size_t size )
177 {
178     int alignment = m_IsDirectionHead ? ALIGNMENT_SIZE : -ALIGNMENT_SIZE;
179 
180     return m_pFrameHeap->Alloc( size, alignment );
181 }
182 
Free()183 void OriginalSoundHeap::Free()
184 {
185     /* CHECK: メモリ領域を開放する場合は、あらかじめ
186               下記の Dispose / DisposeWave を呼ぶ必要がある */
187     {
188         nw::snd::internal::driver::DisposeCallbackManager& manager =
189             nw::snd::internal::driver::DisposeCallbackManager::GetInstance();
190 
191         manager.Dispose( m_pBufferHead, m_BufferSize );
192     }
193 
194     m_pFrameHeap->Free( nw::ut::FrameHeap::FREE_ALL );
195 }
196 
Destroy()197 void* OriginalSoundHeap::Destroy()
198 {
199     return m_pFrameHeap->Destroy();
200 }
201