From 837b8041c00f18c04e3c7c1a3197b975acdd2cc5 Mon Sep 17 00:00:00 2001 From: Pierre Bourdon Date: Wed, 24 Dec 2014 04:29:13 +0100 Subject: [PATCH] Zelda HLE: Only alert for mixing into back buffers for recent UCode versions. On older versions there is no such concept of a "back buffer" since positional audio is not supported. These buffers are just used for temp mixing, and while it would be really nice if we could support more of that inter-buffer mixing (TODO :) ) it does not warrant a PanicAlert at this time. --- Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp index 1138743e73..35c27ff987 100644 --- a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp +++ b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp @@ -808,7 +808,7 @@ void ZeldaAudioRenderer::PrepareFrame() // TODO: Back left and back right should have a filter applied to them, // then get mixed into front left and front right. In practice, TWW never // uses this AFAICT. PanicAlert to help me find places that use this. - if (m_buf_back_left[0] != 0 || m_buf_back_right[0] != 0) + if (!(m_flags & LIGHT_PROTOCOL) && (m_buf_back_left[0] != 0 || m_buf_back_right[0] != 0)) PanicAlert("Zelda HLE using back mixing buffers"); // Add reverb data from previous frame.