DSPHLE: map memory based on console mode

This commit is contained in:
Pablo Stebler 2023-08-07 00:26:01 +02:00
parent 7c995000ae
commit 8cdad9ce8c
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GPG Key ID: 90375E73AC6109CC
2 changed files with 3 additions and 4 deletions

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@ -11,6 +11,7 @@
#include "Common/CommonTypes.h"
#include "Common/Logging/Log.h"
#include "Common/Swap.h"
#include "Core/ConfigManager.h"
#include "Core/HW/DSP.h"
#include "Core/HW/DSPHLE/DSPHLE.h"
#include "Core/HW/DSPHLE/MailHandler.h"
@ -1538,7 +1539,7 @@ void ZeldaAudioRenderer::Resample(VPB* vpb, const s16* src, MixingBuffer* dst)
void* ZeldaAudioRenderer::GetARAMPtr() const
{
if (m_aram_base_addr)
if (SConfig::GetInstance().bWii)
return HLEMemory_Get_Pointer(m_aram_base_addr);
else
return Core::System::GetInstance().GetDSP().GetARAMPtr();

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@ -154,9 +154,7 @@ private:
// Coefficients used for resampling.
std::array<s16, 0x100> m_resampling_coeffs{};
// If non zero, base MRAM address for sound data transfers from ARAM. On
// the Wii, this points to some MRAM location since there is no ARAM to be
// used. If zero, use the top of ARAM.
// On the Wii, base address of the MRAM or ExRAM region replacing ARAM.
u32 m_aram_base_addr = 0;
void* GetARAMPtr() const;