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