Zelda HLE: Convert some ERROR_LOG to PanicAlert.
While these are not really unrecoverable errors, while Zelda HLE is in a testing / development phase it is useful to notice these "unexpected" cases (or expected without known ways to reproduce) by making them as hard as possible to ignore.
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@ -86,7 +86,7 @@ void ZeldaUCode::HandleMail(u32 mail)
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{
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if ((mail >> 16) != 0xCDD1)
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{
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ERROR_LOG(DSPHLE, "Rendering end mail without prefix CDD1: %08x",
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PanicAlert("Rendering end mail without prefix CDD1: %08x",
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mail);
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}
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@ -536,6 +536,15 @@ void ZeldaAudioRenderer::PrepareFrame()
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m_buf_front_left.fill(0);
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m_buf_front_right.fill(0);
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ApplyVolumeInPlace_1_15(&m_buf_back_left, 0x6784);
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ApplyVolumeInPlace_1_15(&m_buf_back_right, 0x6784);
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// TODO: Back left and back right should have a filter applied to them,
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// then get mixed into front left and front right. In practice, TWW never
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// uses this AFAICT. PanicAlert to help me find places that use this.
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if (m_buf_back_left[0] != 0 || m_buf_back_right[0] != 0)
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PanicAlert("Zelda HLE using back mixing buffers");
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// TODO: Dolby/reverb mixing here.
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m_prepared = true;
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@ -554,9 +563,7 @@ void ZeldaAudioRenderer::AddVoice(u16 voice_id)
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// TODO: In place effects.
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// TODO: IIR.filter.
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// TODO: Loop, etc.
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// TODO: IIR filter.
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if (vpb.use_dolby_volume)
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{
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@ -771,7 +778,7 @@ void ZeldaAudioRenderer::LoadInputSamples(MixingBuffer* buffer, VPB* vpb)
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break;
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default:
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ERROR_LOG(DSPHLE, "Using an unknown/unimplemented sample source: %04x", vpb->samples_source_type);
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PanicAlert("Using an unknown/unimplemented sample source: %04x", vpb->samples_source_type);
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buffer->fill(0);
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return;
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}
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