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7    <title>Sound (snd) Sample Demo</title>
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9  <body>
10    <h1>playerHeap</h1>
11
12      <h2>Overview</h2>
13      <p>
14        Demonstrates how to use a player heap for memory management.
15      </p>
16
17      <h2>How to Use</h2>
18      <p>
19        <ul>
20          <li>A Button: Plays the sequence sound</li>
21          <li>X Button: Plays the sequence sound</li>
22          <li>B Button: Stops the sound</li>
23        </ul>
24      </p>
25
26      <h2>Description</h2>
27      <p>
28      Demonstrates how to use a player heap.
29      </p>
30      <p>
31      This demo shows how to automatically load sequence sounds at time of playback by loading only banks and wave archives when playing a sequence sound.
32      </p>
33      <pre>
34      // Loads only banks and wave archives
35      // (sequence data is loaded into the player heap)
36      if ( ! m_DataManager.LoadData( BANK_YOSHI, &amp;m_Heap ) )
37        :
38
39      // Sequence data corresponding to SEQ_YOSHI is loaded into the player heap here
40      bool result = m_ArchivePlayer.StartSound( &amp;m_Handle, SEQ_YOSHI ).IsSuccess();
41      </pre>
42      <p>
43      For details on the player heap, see Chapter 4, <I>Memory Management</I>, in the <I>Sound Programmer's Manual</I>.
44      </p>
45
46    <h2>Revision History</h2>
47    <div class="section">
48      <dl class="history">
49        <dt>2010/09/27</dt>
50        <dd>Initial version.<br />
51        </dd>
52      </dl>
53    </div>
54
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