diff --git a/Source/Core/Core/Src/SConscript b/Source/Core/Core/Src/SConscript index a1b374044c..1ef87d0b35 100644 --- a/Source/Core/Core/Src/SConscript +++ b/Source/Core/Core/Src/SConscript @@ -41,6 +41,7 @@ files = ["ActionReplay.cpp", "HW/EXI_DeviceMemoryCard.cpp", "HW/EXI_DeviceMic.cpp", "HW/EXI_DeviceEthernet.cpp", + "HW/GPFifo.cpp", "HW/GCPad.cpp", "HW/GCPadEmu.cpp", "HW/HW.cpp", diff --git a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_ADPCM.cpp b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_ADPCM.cpp index f33713f581..280aca4be2 100644 --- a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_ADPCM.cpp +++ b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_ADPCM.cpp @@ -45,7 +45,6 @@ void CUCode_Zelda::AFCdecodebuffer(const s16 *coef, const char *src, signed shor // In Pikmin, Dolphin's engine sound is using AFC type 5, even though such a sound is hard // to compare, it seems like to sound exactly like a real GC // In Super Mario Sunshine, you can get such a sound by talking to/jumping on anyone - DEBUG_LOG(DSPHLE, "5 bytes AFC sample"); for (int i = 0; i < 16; i += 4) { nibbles[i + 0] = (*src >> 6) & 0x02;