Zelda HLE: Only alert for mixing into back buffers for recent UCode versions.

On older versions there is no such concept of a "back buffer" since positional
audio is not supported. These buffers are just used for temp mixing, and while
it would be really nice if we could support more of that inter-buffer mixing
(TODO :) ) it does not warrant a PanicAlert at this time.
This commit is contained in:
Pierre Bourdon 2014-12-24 04:29:13 +01:00
parent 840a4157b0
commit 837b8041c0
1 changed files with 1 additions and 1 deletions

View File

@ -808,7 +808,7 @@ void ZeldaAudioRenderer::PrepareFrame()
// TODO: Back left and back right should have a filter applied to them, // 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 // 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. // 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"); PanicAlert("Zelda HLE using back mixing buffers");
// Add reverb data from previous frame. // Add reverb data from previous frame.