Zelda HLE: Add a missing mixing buffer used by GC IPL.

Not completely sure what it's used for yet, but TWW has references to it so
I'll get to it at some point.
This commit is contained in:
Pierre Bourdon 2014-12-22 05:50:34 +01:00
parent 8c85a8c8d9
commit 4ace79024d
2 changed files with 3 additions and 0 deletions

View file

@ -882,6 +882,7 @@ ZeldaAudioRenderer::MixingBuffer* ZeldaAudioRenderer::BufferForID(u16 buffer_id)
case 0x0DC0: return &m_buf_unk0_reverb;
case 0x0E20: return &m_buf_unk1_reverb;
case 0x09A0: return &m_buf_unk0; // Used by the GC IPL as a reverb dest.
case 0x0FA0: return &m_buf_unk1; // Used by the GC IPL as a mixing dest.
default: return nullptr;
}
}
@ -1508,6 +1509,7 @@ void ZeldaAudioRenderer::DoState(PointerWrap& p)
p.Do(m_buf_unk0_reverb);
p.Do(m_buf_unk1_reverb);
p.Do(m_buf_unk0);
p.Do(m_buf_unk1);
p.Do(m_resampling_coeffs);
p.Do(m_const_patterns);

View file

@ -118,6 +118,7 @@ private:
MixingBuffer m_buf_unk0_reverb{};
MixingBuffer m_buf_unk1_reverb{};
MixingBuffer m_buf_unk0{};
MixingBuffer m_buf_unk1{};
// Maps a buffer "ID" (really, their address in the DSP DRAM...) to our
// buffers. Returns nullptr if no match is found.