DSPHLE: map memory based on console mode
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@ -11,6 +11,7 @@
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#include "Common/CommonTypes.h"
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#include "Common/Logging/Log.h"
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#include "Common/Swap.h"
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#include "Core/ConfigManager.h"
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#include "Core/HW/DSP.h"
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#include "Core/HW/DSPHLE/DSPHLE.h"
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#include "Core/HW/DSPHLE/MailHandler.h"
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@ -1538,7 +1539,7 @@ void ZeldaAudioRenderer::Resample(VPB* vpb, const s16* src, MixingBuffer* dst)
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void* ZeldaAudioRenderer::GetARAMPtr() const
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{
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if (m_aram_base_addr)
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if (SConfig::GetInstance().bWii)
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return HLEMemory_Get_Pointer(m_aram_base_addr);
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else
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return Core::System::GetInstance().GetDSP().GetARAMPtr();
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@ -154,9 +154,7 @@ private:
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// Coefficients used for resampling.
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std::array<s16, 0x100> m_resampling_coeffs{};
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// If non zero, base MRAM address for sound data transfers from ARAM. On
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// the Wii, this points to some MRAM location since there is no ARAM to be
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// used. If zero, use the top of ARAM.
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// On the Wii, base address of the MRAM or ExRAM region replacing ARAM.
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u32 m_aram_base_addr = 0;
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void* GetARAMPtr() const;
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