diff --git a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp index 996db94991..bd9e15ae3e 100644 --- a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp +++ b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp @@ -1233,24 +1233,24 @@ void ZeldaAudioRenderer::AddVoice(u16 voice_id) struct { - MixingBuffer* buffer; + MixingBuffer& buffer; s16 volume; s16 volume_delta; } buffers[8] = { - {&m_buf_front_left, quadrant_volumes[0], volume_deltas[0]}, - {&m_buf_back_left, quadrant_volumes[1], volume_deltas[1]}, - {&m_buf_front_right, quadrant_volumes[2], volume_deltas[2]}, - {&m_buf_back_right, quadrant_volumes[3], volume_deltas[3]}, + {m_buf_front_left, quadrant_volumes[0], volume_deltas[0]}, + {m_buf_back_left, quadrant_volumes[1], volume_deltas[1]}, + {m_buf_front_right, quadrant_volumes[2], volume_deltas[2]}, + {m_buf_back_right, quadrant_volumes[3], volume_deltas[3]}, - {&m_buf_front_left_reverb, reverb_volumes[0], reverb_volume_deltas[0]}, - {&m_buf_back_left_reverb, reverb_volumes[1], reverb_volume_deltas[1]}, - {&m_buf_front_right_reverb, reverb_volumes[2], reverb_volume_deltas[2]}, - {&m_buf_back_right_reverb, reverb_volumes[3], reverb_volume_deltas[3]}, + {m_buf_front_left_reverb, reverb_volumes[0], reverb_volume_deltas[0]}, + {m_buf_back_left_reverb, reverb_volumes[1], reverb_volume_deltas[1]}, + {m_buf_front_right_reverb, reverb_volumes[2], reverb_volume_deltas[2]}, + {m_buf_back_right_reverb, reverb_volumes[3], reverb_volume_deltas[3]}, }; for (const auto& buffer : buffers) { AddBuffersWithVolumeRamp(buffer.buffer, input_samples, buffer.volume << 16, - (buffer.volume_delta << 16) / (s32)buffer.buffer->size()); + (buffer.volume_delta << 16) / (s32)buffer.buffer.size()); } vpb.dolby_volume_current = vpb.dolby_volume_target; @@ -1303,7 +1303,7 @@ void ZeldaAudioRenderer::AddVoice(u16 voice_id) continue; } - s32 new_volume = AddBuffersWithVolumeRamp(dst_buffer, input_samples, + s32 new_volume = AddBuffersWithVolumeRamp(*dst_buffer, input_samples, vpb.channels[i].current_volume << 16, volume_step); vpb.channels[i].current_volume = new_volume >> 16; } diff --git a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.h b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.h index 509c983a72..22689eae88 100644 --- a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.h +++ b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.h @@ -51,6 +51,8 @@ private: // See Zelda.cpp for the list of possible flags. u32 m_flags; + typedef std::array MixingBuffer; + // Utility functions for audio operations. // Apply volume to a buffer. The volume is a fixed point integer, usually @@ -82,16 +84,15 @@ private: // // Note: On a real GC, the stepping happens in 32 steps instead. But hey, // we can do better here with very low risk. Why not? :) - template - s32 AddBuffersWithVolumeRamp(std::array* dst, const std::array& src, s32 vol, + s32 AddBuffersWithVolumeRamp(MixingBuffer& dst, const MixingBuffer& src, s32 vol, s32 step) { if (!vol && !step) return vol; - for (size_t i = 0; i < N; ++i) + for (size_t i = 0; i < 0x50; ++i) { - (*dst)[i] += ((vol >> 16) * src[i]) >> 16; + dst[i] += ((vol >> 16) * src[i]) >> 16; vol += step; } @@ -120,7 +121,6 @@ private: u16 m_output_volume = 0; // Mixing buffers. - typedef std::array MixingBuffer; MixingBuffer m_buf_front_left{}; MixingBuffer m_buf_front_right{}; MixingBuffer m_buf_back_left{};