DSPHLE/Zelda: fix reverb volume being multiplied by current volume twice

This commit is contained in:
Tillmann Karras 2024-01-01 21:45:28 +00:00
parent 295d86c86f
commit 381c2702f6

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@ -1217,11 +1217,9 @@ void ZeldaAudioRenderer::AddVoice(u16 voice_id)
// Compute reverb volume and ramp deltas.
s16 reverb_volumes[4], reverb_volume_deltas[4];
s16 reverb_volume_factor =
(vpb.dolby_volume_current * vpb.dolby_reverb_factor) >> (shift_factor - 1);
for (size_t i = 0; i < 4; ++i)
{
reverb_volumes[i] = (quadrant_volumes[i] * reverb_volume_factor) >> shift_factor;
reverb_volumes[i] = (quadrant_volumes[i] * vpb.dolby_reverb_factor) >> shift_factor;
reverb_volume_deltas[i] = (volume_deltas[i] * vpb.dolby_reverb_factor) >> shift_factor;
}