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8<TITLE>PMIC Demos</TITLE>
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13<h1>Wii Speak (PMIC) Sample Demos</h1>
14
15<h2>Location</h2>
16<p><code>$REVOLUTION_SDK_ROOT/build/demos/pmicdemo</code></p>
17
18<h2>Compilation</h2>
19<p>Move to the <code>$REVOLUTION_SDK_ROOT/build/demos/pmicdemo</code> directory and run <CODE>make</CODE>. An executable file (ELF file) is created below the path <CODE>$REVOLUTION_SDK_ROOT/RVL/bin/demos/pmicdemo/</CODE>.</p>
20
21<h2>Running the Demos</h2>
22<p>You need to configure <code>DVDRoot</code> before executing the demos. Specify the folder name <CODE>$REVOLUTION_SDK_ROOT/dvddata</code> as the <CODE>DvdRoot</code> argument of the <CODE>SetNdEnv</code> command.</p>
23
24<p>Move to the <code>$REVOLUTION_SDK_ROOT/RVL/bin/demos/pmicdemo/</code> directory and perform the following steps.</p>
25
26<ul>
27<li>To execute a program, run the <code>ndrun</code> script using the ELF file as the argument.</li>
28<li>To debug a program using CodeWarrior, choose one of the following methods.
29    <ul>
30<li>Execute <code>$CWFOLDER/bin/IDE.exe</code> with the ELF file as an argument</li>
31<li>Launch <code>$CWFOLDER/bin/IDE.exe</code> and drag the ELF file to it</li>
32<li>If the ELF file is associated with <code>$CWFOLDER/bin/IDE.exe</code>, double-click the ELF file</li>
33    </ul>
34  </li>
35</ul>
36
37<h2>Description</h2>
38
39<TABLE class="demo_list" border="1" >
40  <TBODY>
41    <tr>
42<th><CODE>pmic_simple</CODE></th>
43<td>A basic program to confirm the Wii Speak features. Operate the sample by following the onscreen instructions.<br><br>When the program runs, music plays from the TV speakers. The Wii Speak detects both the music and your voice. However, the music component is canceled out inside the microphone, and only your voice is sent to the Wii console. The data sent to the Wii console is stored in memory by default for a maximum of 10 seconds from the time the Wii Speak starts, and is played back from the speakers when the Wii Speak stops.<br><br> For audio data playback, the Wii console only converts the sampling rate from 16 kHz to 32 kHz.<br> <br>Also, in addition to the onscreen operation instructions, the volume level of the voice data output from the Wii Speak to the Wii console is shown in real time with a meter. This level meter is implemented as follows.
44          <ol>
45<li>Get the output volume level (<code>PMIC_LEVEL_SOUT</code>) using the <code>PMICGetLevelAsync</code> function.</li>
46<li>The volume level obtained above are <CODE>u16</CODE> linear values. This level is divided into 17 levels (one mute level and 16 sound levels) of 3-dB increments using a table (<code>maxLevels[]</code>).</li>
47<li>The 17 levels are shown onscreen as a meter.</li>
48          </ol>
49See the source code for details on level meter implementation.
50     </td>
51    </tr>
52    <tr>
53<th><CODE>pmic_graphic</CODE></th>
54<td>Displays data obtained from the Wii Speak onscreen.</td>
55    </tr>
56  </TBODY>
57</TABLE>
58
59<h2>See Also</h2>
60<p class="reference">
61<a href="../apis/PMICGetLevelAsync.html"><CODE>PMICGetLevelAsync</CODE></a>
62</p>
63
64<H2>Revision History</H2>
65<p>
662009/04/01 Revised description of <CODE>pmic_simple</CODE>. <br>2009/03/11 Revised description of <CODE>pmic_simple</CODE>. <br>2008/08/25 Added <CODE>pmic_graphic</CODE>.<br>2008/03/03 Changed the function reference format.<br>2008/01/25 Initial version.
67</p>
68
69<hr><p>CONFIDENTIAL</p></body>
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