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Fix minor Zelda Ucode audio corruption.
Stupid mistake in my previous commit; the value of m_CurBuffer was off-by-one.
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@ -294,10 +294,10 @@ void CUCode_Zelda::HandleMail_NormalVersion(u32 _uMail)
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if (m_CurVoice >= m_NumVoices)
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if (m_CurVoice >= m_NumVoices)
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{
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{
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m_CurBuffer++;
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MixAudio();
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MixAudio();
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m_CurBuffer++;
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m_rMailHandler.PushMail(DSP_SYNC);
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m_rMailHandler.PushMail(DSP_SYNC);
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DSP::GenerateDSPInterruptFromDSPEmu(DSP::INT_DSP);
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DSP::GenerateDSPInterruptFromDSPEmu(DSP::INT_DSP);
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m_rMailHandler.PushMail(0xF355FF00 | m_CurBuffer);
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m_rMailHandler.PushMail(0xF355FF00 | m_CurBuffer);
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