Use correct sample rate in Zelda Ucode HLE.

The Ucode's output should be independent of the sample rate Dolphin is using.
This commit is contained in:
magumagu 2014-03-26 15:12:00 -07:00
parent 3b62e8b798
commit e9896c1ff9

View file

@ -49,9 +49,7 @@ void CUCode_Zelda::WritebackVoicePB(u32 _Addr, ZeldaVoicePB& PB)
int CUCode_Zelda::ConvertRatio(int pb_ratio)
{
float _ratioFactor = 32000.0f / (float)soundStream->GetMixer()->GetSampleRate();
u32 _ratio = (pb_ratio << 16);
return (u64)((_ratio * _ratioFactor) * 16) >> 16;
return pb_ratio * 16;
}
int CUCode_Zelda::SizeForResampling(ZeldaVoicePB &PB, int size, int ratio) {