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#ifndef EGG_AUDIO_HEAP_MANAGER_H
#define EGG_AUDIO_HEAP_MANAGER_H
#include "egg/core/eggAllocator.h"
#include "nw4r/snd/snd_SoundHeap.h"
namespace EGG {
class SoundMessageQueue {
public:
SoundMessageQueue() {
OSInitMessageQueue(&mQueue, mBuffer, 4);
}
OSMessageQueue mQueue;
OSMessage mBuffer[4];
};
class SoundHeapMgr {
public:
~SoundHeapMgr() {
destroySoundHeap();
}
int saveState() {
return mSoundHeap.SaveState();
}
virtual bool loadState(s32 id) {
s32 level = mSoundHeap.GetCurrentLevel();
if (id > 0 && level >= id) {
mSoundHeap.LoadState(id);
return true;
} else {
return false;
}
}
virtual int getCurrentLevel() {
return mSoundHeap.GetCurrentLevel();
}
virtual void stateProc() {
OSMessage msg;
if (OSReceiveMessage(&mQueue1.mQueue, &msg, 0)) {
bool ok = loadState((s32)msg);
OSSendMessage(&mQueue3.mQueue, (OSMessage)ok, 0);
}
if (OSReceiveMessage(&mQueue2.mQueue, &msg, 0)) {
int ok = mSoundHeap.SaveState();
OSSendMessage(&mQueue3.mQueue, (OSMessage)ok, 0);
}
if (OSReceiveMessage(&mQueue, &msg, 0)) {
int level = getCurrentLevel();
OSSendMessage(&mQueue3.mQueue, (OSMessage)level, 0);
}
}
void createSoundHeap(Allocator *allocator, u32 size);
void destroySoundHeap();
nw4r::snd::SoundHeap *getSoundHeap() {
return &mSoundHeap;
}
private:
nw4r::snd::SoundHeap mSoundHeap;
// I guess we're not initializing this queue?
OSMessageQueue mQueue;
OSMessage mBuffer[4];
SoundMessageQueue mQueue1;
SoundMessageQueue mQueue2;
SoundMessageQueue mQueue3;
};
} // namespace EGG
#endif
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