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11<h1 id="ADV_SOUNDPLAYER_STARTUP_HIO">HioSoundPlayer (HostIO-compatible SoundPlayer)</h1>
12<p>
13This section describes how to check sounds on the actual hardware (PARTNER-CTR Debugger) using HioSoundPlayer.<br>
14</p>
15<h2>What is HioSoundPlayer?</h2>
16<p>HioSoundPlayer can be run SoundPlayer via HostIO.<br> This makes it  easier to confirm sounds on the actual hardware (PARTNER-CTR Debugger) after making changes to sound data, because you only need to reload the sound archive, rather than needing to totally re-create SoundPlayer from <B>Preview </B>→<B>Create SoundPlayer</B>. </p>
17<h2>HioSoundPlayer Operating Procedures</h2>
18<p>You must load the <CODE>HioSoundPlayer.cci</CODE> file included in the NintendoWare package immediately after launching the PARTNER-CTR Debugger.</p>
19<ol>
20  <li>Load and run <CODE>%NW4C_ROOT%\tools\SoundPlayer\HioSoundPlayer.cci</CODE> on the PARTNER-CTR Debugger.</li>
21  <li>Use SoundMaker to convert the sound project.</li>
22  <li>Press the START button on the PARTNER-CTR Debugger and load the converted sound archive.</li>
23</ol>
24<p>The results of subsequent edits and changes made using SoundMaker can be verified immediately on the PARTNER-CTR Debugger by repeating Steps 2 and 3.</p>
25<p>Note: When converting using SoundMaker, a temporary folder named <CODE>_tmpForSoundPlayer</CODE> is created inside the SoundMaker folder.</p>
26<h3>Notes</h3>
27<ul>
28  <li>Be sure to start this tool while PARTNER-CTR HIO-Daemon is not running.</li>
29  <li>HIO-Daemon, the PARTNER-CTR Debugger and SoundMaker must be restarted if the environment variable NW4C_ROOT has been set or has been changed.<br> (This includes cases in which <CODE>setup.wsf</CODE> of NW4C has been executed.)
30  </li>
31</ul>
32<H2>Operating HioSoundPlayer</H2>
33<p>HioSoundPlayer is operated the same way as SoundPlayer. </p>
34<p>See <a href="operation.html">Operating SoundPlayer</a>.</p>
35<p> </p>
36<hr><p>CONFIDENTIAL</p></body> </html>
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