From fddb3f0d3c6a668a527f799b3d2f0a30cd2b621b Mon Sep 17 00:00:00 2001 From: Pierre Bourdon Date: Sun, 9 Aug 2015 01:06:52 +0200 Subject: [PATCH] ZeldaHLE: fix the constant pattern variable step computation. --- 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 299e5e4898..ea0e2b97af 100644 --- a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp +++ b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp @@ -1346,7 +1346,7 @@ void ZeldaAudioRenderer::LoadInputSamples(MixingBuffer* buffer, VPB* vpb) { u32 step = vpb->resampling_ratio << 5; if (pattern_info.variable_step) - step += (u32)((u16)m_buf_back_right[i] * vpb->resampling_ratio) >> 10; + step += (u32)((u16)m_buf_back_right[i] * vpb->resampling_ratio) >> 26; (*buffer)[i] = pattern[pos >> 16]; pos = (pos + step) % (PATTERN_SIZE << 16);