/*---------------------------------------------------------------------------* Project: NITRO-System - demos - snd - outputEffect File: main.c Copyright 2004-2008 Nintendo. All rights reserved. These coded instructions, statements, and computer programs contain proprietary information of Nintendo of America Inc. and/or Nintendo Company Ltd., and are protected by Federal copyright law. They may not be disclosed to third parties or copied or duplicated in any form, in whole or in part, without the prior written consent of Nintendo. $Revision: 172 $ *---------------------------------------------------------------------------*/ //--------------------------------------------------------------------------- // USAGE: // A : start Bgm // B : stop Bgm // X : start SE // Up : surround mode // Right : headphone mode // Left : mono mode // Down : normal mode //--------------------------------------------------------------------------- #include #include #include #include "../data/sound_data.sadl" #define CAPTURE_THREAD_PRIO 3 #define STREAM_THREAD_PRIO 10 #define SOUND_HEAP_SIZE 0x80000 #define EFFECT_BUFSIZE 0x1000 static NNSSndArc arc; static u8 sndHeap[ SOUND_HEAP_SIZE ]; static u8 sEffectBuffer[ EFFECT_BUFSIZE ] ATTRIBUTE_ALIGN(32); static NNSSndHeapHandle heap; static NNSSndHandle bgmHandle; static NNSSndHandle seHandle; u16 Cont; u16 Trg; void VBlankIntr( void ); //---------------------------------------------------------------- // NitroMain // void NitroMain() { OS_Init(); GX_Init(); // VBlank settings OS_SetIrqFunction(OS_IE_V_BLANK, VBlankIntr); (void)OS_EnableIrqMask( OS_IE_V_BLANK ); (void)OS_EnableIrq(); (void)GX_VBlankIntr(TRUE); FS_Init( MI_DMA_MAX_NUM ); // Initialize sound NNS_SndInit(); heap = NNS_SndHeapCreate( & sndHeap, sizeof( sndHeap ) ); NNS_SndArcInit( &arc, "/sound_data.sdat", heap, FALSE ); (void)NNS_SndArcPlayerSetup( heap ); NNS_SndArcStrmInit( STREAM_THREAD_PRIO, heap ); NNS_SndCaptureCreateThread( CAPTURE_THREAD_PRIO ); // Load sound data (void)NNS_SndArcLoadSeq( SEQ_MARIOKART64_TITLE, heap ); (void)NNS_SndArcLoadSeqArc( SEQ_SE, heap ); (void)NNS_SndArcLoadBank( BANK_SE, heap ); // Initialize sound handle NNS_SndHandleInit( &bgmHandle ); NNS_SndHandleInit( &seHandle ); // dummy pad read Cont = PAD_Read(); // print usage OS_Printf("=================================\n"); OS_Printf("USAGE:\n"); OS_Printf(" A : start Bgm\n"); OS_Printf(" B : stop Bgm\n"); OS_Printf(" X : start SE\n"); OS_Printf(" Up : surround mode\n"); OS_Printf(" Right : headphone mode\n"); OS_Printf(" Left : mono mode\n"); OS_Printf(" Down : normal mode [default]\n"); OS_Printf("=================================\n"); // start output effect with normal (void)NNS_SndCaptureStartOutputEffect( sEffectBuffer, sizeof( sEffectBuffer ), NNS_SND_CAPTURE_OUTPUT_EFFECT_NORMAL ); //================ Main Loop while(1) { u16 ReadData; SVC_WaitVBlankIntr(); ReadData = PAD_Read(); Trg = (u16)(ReadData & (ReadData ^ Cont)); Cont = ReadData; if ( Trg & PAD_BUTTON_A ) { // start BGM (void)NNS_SndArcPlayerStartSeq( &bgmHandle, SEQ_MARIOKART64_TITLE ); } if ( Trg & PAD_BUTTON_B ) { // stop BGM (void)NNS_SndPlayerStopSeq( &bgmHandle, 1 ); } if ( Trg & PAD_BUTTON_X ) { // start SE (void)NNS_SndArcPlayerStartSeqArc( &seHandle, SEQ_SE, SE_PATTERN ); } if ( Trg & PAD_KEY_UP ) { // surround mode NNS_SndCaptureChangeOutputEffect( NNS_SND_CAPTURE_OUTPUT_EFFECT_SURROUND ); } if ( Trg & PAD_KEY_RIGHT ) { // headphone mode NNS_SndCaptureChangeOutputEffect( NNS_SND_CAPTURE_OUTPUT_EFFECT_HEADPHONE ); } if ( Trg & PAD_KEY_LEFT ) { // mono mode NNS_SndCaptureChangeOutputEffect( NNS_SND_CAPTURE_OUTPUT_EFFECT_MONO ); } if ( Trg & PAD_KEY_DOWN ) { // normal mode NNS_SndCaptureChangeOutputEffect( NNS_SND_CAPTURE_OUTPUT_EFFECT_NORMAL ); } //---- framework NNS_SndMain(); } } //--------------------------------------------------------------------------- // VBlank interrupt function: // // Interrupt handlers are registered on the interrupt table by OS_SetIRQFunction. // OS_EnableIrqMask selects IRQ interrupts to enable, and // OS_EnableIrq enables IRQ interrupts. // Notice that you have to call 'OS_SetIrqCheckFlag' to check a VBlank interrupt. //--------------------------------------------------------------------------- void VBlankIntr(void) { OS_SetIrqCheckFlag( OS_IE_V_BLANK ); // checking VBlank interrupt }