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alHeapInit
Syntax
#include <libaudio.h>
void alHeapInit(ALHeap *hp, u8 *base, s32 len);
Arguments
- hp is the pointer to the ALHeap heap structure to initialize
- base is the pointer to the start of the DRAM heap
- len is the length, in bytes, of the DRAM heap
Explanation
The audio heap functionality provides a way for the application to
provide memory to the audio library. At initialization time, the
application passes a pointer to the heap when it calls the following
functions:
When these
calls return, they have completed all the memory allocation that they will
need. In addition to using the audio heap for library initialization
routines, typical applications use the heap for allocation of
application controlled buffers.
The audio heap functionality provides a convenient way to ensure that
buffers are aligned to 16-byte boundaries. This is highly recommended for
any buffer that is shared between the reality serial processor (RSP) and the central processing unit (CPU).
After the audio library is initialized and the application has allocated
all the buffers that it needs, the heap structure can be examined to see
if the amount of space originally allocated for the heap was of the
appropriate size. This is especially important because memory allocated from audio heaps cannot be freed.
See Also
alHeapAlloc
alHeapCheck
alInit
alSeqpNew
alCSPNew
alSndpNew
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Nintendo® Confidential
Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.
Copyright © 1998
Nintendo of America Inc. All rights reserved Nintendo and N64 are registered trademarks of Nintendo
Last Updated April, 1999
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