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#include "nw4r/snd/snd_SoundHeap.h"
#include "nw4r/snd/snd_DisposeCallbackManager.h"
#include "nw4r/snd/snd_SoundThread.h"
namespace nw4r {
namespace snd {
SoundHeap::SoundHeap() {
OSInitMutex(&mMutex);
}
SoundHeap::~SoundHeap() {
mFrameHeap.Destroy();
}
bool SoundHeap::Create(void* pBase, u32 size) {
return mFrameHeap.Create(pBase, size);
}
void SoundHeap::Destroy() {
mFrameHeap.Destroy();
}
void* SoundHeap::Alloc(u32 size) {
ut::detail::AutoLock<OSMutex> lock(mMutex);
return mFrameHeap.Alloc(size, DisposeCallbackFunc, NULL);
}
void* SoundHeap::Alloc(u32 size, detail::FrameHeap::FreeCallback pCallback,
void* pCallbackArg) {
ut::detail::AutoLock<OSMutex> lock(mMutex);
return mFrameHeap.Alloc(size, pCallback, pCallbackArg);
}
void SoundHeap::Clear() {
ut::detail::AutoLock<OSMutex> lockHeap(mMutex);
detail::SoundThread::AutoLock lockThread;
mFrameHeap.Clear();
}
int SoundHeap::SaveState() {
ut::detail::AutoLock<OSMutex> lock(mMutex);
return mFrameHeap.SaveState();
}
void SoundHeap::LoadState(int id) {
ut::detail::AutoLock<OSMutex> lockHeap(mMutex);
detail::SoundThread::AutoLock lockThread;
mFrameHeap.LoadState(id);
}
void SoundHeap::DisposeCallbackFunc(void* pBuffer, u32 size,
void* pCallbackArg) {
detail::DisposeCallbackManager::GetInstance().Dispose(pBuffer, size,
pCallbackArg);
detail::DisposeCallbackManager::GetInstance().DisposeWave(pBuffer, size,
pCallbackArg);
}
} // namespace snd
} // namespace nw4r
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