ZeldaHLE: fix windows build

This commit is contained in:
Pierre Bourdon 2014-11-30 02:22:28 +01:00
parent e35b83fabf
commit b62f1ed453
1 changed files with 4 additions and 4 deletions

View File

@ -338,8 +338,8 @@ void ZeldaUCode::RenderAudio()
#pragma pack(push, 1)
struct ZeldaAudioRenderer::VPB
{
static constexpr u16 SIZE_IN_WORDS = 0xC0;
static constexpr u16 RW_SIZE_IN_WORDS = 0x80;
static const u16 SIZE_IN_WORDS = 0xC0;
static const u16 RW_SIZE_IN_WORDS = 0x80;
// If zero, skip processing this voice.
u16 enabled;
@ -670,8 +670,8 @@ void ZeldaAudioRenderer::FinalizeFrame()
ram_left_buffer[i] = Common::swap16(m_buf_front_left[i]);
ram_right_buffer[i] = Common::swap16(m_buf_front_right[i]);
}
m_output_lbuf_addr += sizeof (u16) * m_buf_front_left.size();
m_output_rbuf_addr += sizeof (u16) * m_buf_front_right.size();
m_output_lbuf_addr += sizeof (u16) * (u32)m_buf_front_left.size();
m_output_rbuf_addr += sizeof (u16) * (u32)m_buf_front_right.size();
// TODO: Some more Dolby mixing.