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     // SoundDataManager を使った明示的なデータロードを行わない
52     // (StartSound を呼び出すと、サウンドデータロードスレッドにて、
53     //  プレイヤーヒープに必要なデータがロードされます)
54 }
55 
InitializeSoundSystem()56 void PlayerHeapApp::InitializeSoundSystem()
57 {
58     // サウンドシステムの初期化
59     {
60         nw::snd::SoundSystem::SoundSystemParam param;
61         size_t workMemSize = nw::snd::SoundSystem::GetRequiredMemSize( param );
62         m_pMemoryForSoundSystem = MemAlloc( workMemSize );
63 
64         nw::snd::SoundSystem::Initialize(
65                 param,
66                 reinterpret_cast<uptr>( m_pMemoryForSoundSystem ),
67                 workMemSize );
68     }
69 
70     // サウンドアーカイブ
71     if ( ! m_Archive.Open( SOUND_ARC_PATH ) )
72     {
73         NW_ASSERTMSG( 0, "cannot open bcsar(%s)\n", SOUND_ARC_PATH );
74     }
75 
76     // INFO ブロックのロード
77     {
78         u32 infoBlockSize = m_Archive.GetHeaderSize();
79         m_pMemoryForInfoBlock = MemAlloc( infoBlockSize );
80         if ( ! m_Archive.LoadHeader( m_pMemoryForInfoBlock, infoBlockSize ) )
81         {
82             NW_ASSERTMSG( 0, "cannot load infoBlock(%s)", SOUND_ARC_PATH );
83         }
84     }
85 
86     // STRING ブロックのロード
87     {
88         u32 stringBlockSize = m_Archive.GetLabelStringDataSize();
89         m_pMemoryForStringBlock = MemAlloc( stringBlockSize );
90         if ( ! m_Archive.LoadLabelStringData( m_pMemoryForStringBlock, stringBlockSize ) )
91         {
92             NW_ASSERTMSG( 0, "cannot load stringBlock(%s)", SOUND_ARC_PATH );
93         }
94     }
95 
96     // サウンドデータマネージャーの初期化
97     {
98         u32 setupSize = m_DataManager.GetRequiredMemSize( &m_Archive );
99         m_pMemoryForSoundDataManager = MemAlloc( setupSize );
100         m_DataManager.Initialize( &m_Archive, m_pMemoryForSoundDataManager, setupSize );
101     }
102 
103     // サウンドアーカイブプレイヤーの初期化
104     {
105         u32 setupSize = m_ArchivePlayer.GetRequiredMemSize( &m_Archive );
106         m_pMemoryForSoundArchivePlayer = MemAlloc( setupSize, 32 );
107         u32 setupStrmBufferSize =
108             m_ArchivePlayer.GetRequiredStreamBufferSize( &m_Archive );
109         m_pMemoryForStreamBuffer = MemAlloc( setupStrmBufferSize, 32 );
110         bool result = m_ArchivePlayer.Initialize(
111                 &m_Archive,
112                 &m_DataManager,
113                 nw::ut::RoundUp( m_pMemoryForSoundArchivePlayer, 32 ), setupSize,
114                 m_pMemoryForStreamBuffer, setupStrmBufferSize );
115         NW_ASSERT( result );
116     }
117 }
118 
OnFinalize()119 void PlayerHeapApp::OnFinalize()
120 {
121     nw::snd::SoundSystem::Finalize();
122 
123     MemFree( m_pMemoryForSoundSystem );
124     MemFree( m_pMemoryForInfoBlock );
125     MemFree( m_pMemoryForStringBlock );
126     MemFree( m_pMemoryForSoundDataManager );
127     MemFree( m_pMemoryForSoundArchivePlayer );
128     MemFree( m_pMemoryForStreamBuffer );
129 }
130 
OnDrawUpLCD(nw::font::TextWriter & writer)131 void PlayerHeapApp::OnDrawUpLCD( nw::font::TextWriter& writer )
132 {
133     writer.Printf(" DEMO nw::snd %s\n\n", DEMO_TITLE);
134 
135     writer.Print("    -- usage --\n\n");
136     writer.Print("    [A] Play SEQ\n");
137     writer.Print("    [X] Play WSD\n");
138     writer.Print("    [B] Stop Sound\n\n");
139 }
140 
OnDrawDownLCD(nw::font::TextWriter &)141 void PlayerHeapApp::OnDrawDownLCD( nw::font::TextWriter& )
142 {
143     // なにも書かない
144 }
145 
OnUpdatePad(nw::demo::Pad & pad)146 void PlayerHeapApp::OnUpdatePad( nw::demo::Pad& pad )
147 {
148     if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_A ) )
149     {
150         m_Handle.Stop( 0 );
151         bool result = m_ArchivePlayer.StartSound( &m_Handle, SEQ_YOSHI ).IsSuccess();
152         NN_LOG("SEQ_YOSHI ... (%d)\n", result);
153     }
154     if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_X ) )
155     {
156         m_Handle.Stop( 0 );
157         bool result = m_ArchivePlayer.StartSound( &m_Handle, WSD_WIHAHO ).IsSuccess();
158         NN_LOG("WSD_WIHAHO ... (%d)\n", result);
159     }
160     if ( pad.IsButtonDown( nw::demo::Pad::BUTTON_B ) )
161     {
162         m_Handle.Stop( 3 );
163     }
164 }
165 
OnUpdate()166 void PlayerHeapApp::OnUpdate()
167 {
168     m_ArchivePlayer.Update();
169 }
170