diff --git a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp index 1138743e73..35c27ff987 100644 --- a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp +++ b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp @@ -808,7 +808,7 @@ void ZeldaAudioRenderer::PrepareFrame() // TODO: Back left and back right should have a filter applied to them, // then get mixed into front left and front right. In practice, TWW never // uses this AFAICT. PanicAlert to help me find places that use this. - if (m_buf_back_left[0] != 0 || m_buf_back_right[0] != 0) + if (!(m_flags & LIGHT_PROTOCOL) && (m_buf_back_left[0] != 0 || m_buf_back_right[0] != 0)) PanicAlert("Zelda HLE using back mixing buffers"); // Add reverb data from previous frame.