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ZeldaHLE: Properly read remaining AFC samples when a whole frame is available.
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@ -1544,8 +1544,9 @@ void ZeldaAudioRenderer::DownloadAFCSamplesFromARAM(
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// Try to push currently cached/already decoded samples.
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u16 remaining_to_output = std::min(vpb->afc_remaining_decoded_samples,
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requested_samples_count);
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for (size_t i = 0x10 - remaining_to_output; i < 0x10; ++i)
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*dst++ = vpb->afc_remaining_samples[i];
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s16* base = &vpb->afc_remaining_samples[0x10 - vpb->afc_remaining_decoded_samples];
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for (size_t i = 0; i < remaining_to_output; ++i)
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*dst++ = base[i];
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vpb->afc_remaining_decoded_samples -= remaining_to_output;
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requested_samples_count -= remaining_to_output;
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