diff --git a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp index af051977df..463334a7db 100644 --- a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp +++ b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp @@ -423,8 +423,9 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ break; // These are more "synth" formats - square wave, saw wave etc. - case 0x0002: - case 0x000c: // Appears in yellow force-field in Temple of the Gods, ZWW + case 0x0002: + case 0x0006: // Example: Second time in "Hyrule", in the king's room, when fighting the two knights (in ZWW, of course) + case 0x000c: // Example: beam of death/yellow force-field in Temple of the Gods, ZWW WARN_LOG(DSPHLE, "Synthesizing 0x%04x", PB.Format); break;