Zelda HLE: Add a missing mixing buffer used by GC IPL.
Not completely sure what it's used for yet, but TWW has references to it so I'll get to it at some point.
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@ -882,6 +882,7 @@ ZeldaAudioRenderer::MixingBuffer* ZeldaAudioRenderer::BufferForID(u16 buffer_id)
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case 0x0DC0: return &m_buf_unk0_reverb;
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case 0x0E20: return &m_buf_unk1_reverb;
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case 0x09A0: return &m_buf_unk0; // Used by the GC IPL as a reverb dest.
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case 0x0FA0: return &m_buf_unk1; // Used by the GC IPL as a mixing dest.
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default: return nullptr;
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}
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}
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@ -1508,6 +1509,7 @@ void ZeldaAudioRenderer::DoState(PointerWrap& p)
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p.Do(m_buf_unk0_reverb);
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p.Do(m_buf_unk1_reverb);
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p.Do(m_buf_unk0);
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p.Do(m_buf_unk1);
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p.Do(m_resampling_coeffs);
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p.Do(m_const_patterns);
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@ -118,6 +118,7 @@ private:
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MixingBuffer m_buf_unk0_reverb{};
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MixingBuffer m_buf_unk1_reverb{};
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MixingBuffer m_buf_unk0{};
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MixingBuffer m_buf_unk1{};
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// Maps a buffer "ID" (really, their address in the DSP DRAM...) to our
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// buffers. Returns nullptr if no match is found.
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