Fix sound buffer addresses in Zelda UCode HLE.
The code previously mixed up the addresses of the right and left buffer; testing shows that the address of the left buffer comes first.
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@ -480,8 +480,8 @@ void CUCode_Zelda::ExecuteList()
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// Addresses for right & left buffers in main memory
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// Addresses for right & left buffers in main memory
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// Each buffer is 160 bytes long. The number of (both left & right) buffers
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// Each buffer is 160 bytes long. The number of (both left & right) buffers
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// is set by the first mail of the list.
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// is set by the first mail of the list.
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m_RightBuffersAddr = Read32() & 0x7FFFFFFF;
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m_LeftBuffersAddr = Read32() & 0x7FFFFFFF;
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m_LeftBuffersAddr = Read32() & 0x7FFFFFFF;
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m_RightBuffersAddr = Read32() & 0x7FFFFFFF;
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DEBUG_LOG(DSPHLE, "DsyncFrame");
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DEBUG_LOG(DSPHLE, "DsyncFrame");
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// These alternate between three sets of mixing buffers. They are all three fairly near,
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// These alternate between three sets of mixing buffers. They are all three fairly near,
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