diff --git a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp index e6facb00c3..23daa89290 100644 --- a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp +++ b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp @@ -424,7 +424,6 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ // These are more "synth" formats - square wave, saw wave etc. case 0x0002: - case 0x0008: // Example: Second time in "Hyrule", in the king's room, when fighting the two knights (in ZWW, of course) case 0x000c: // Example: beam of death/yellow force-field in Temple of the Gods, ZWW WARN_LOG(DSPHLE, "Synthesizing 0x%04x", PB.Format); break; @@ -443,6 +442,8 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ break; case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD. + // Example: Second time in "Hyrule", in the king's + // room, when fighting the two knights (in ZWW, of course) WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format); break;