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ZeldaHLE: fix the constant pattern variable step computation.
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@ -1346,7 +1346,7 @@ void ZeldaAudioRenderer::LoadInputSamples(MixingBuffer* buffer, VPB* vpb)
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{
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{
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u32 step = vpb->resampling_ratio << 5;
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u32 step = vpb->resampling_ratio << 5;
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if (pattern_info.variable_step)
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if (pattern_info.variable_step)
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step += (u32)((u16)m_buf_back_right[i] * vpb->resampling_ratio) >> 10;
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step += (u32)((u16)m_buf_back_right[i] * vpb->resampling_ratio) >> 26;
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(*buffer)[i] = pattern[pos >> 16];
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(*buffer)[i] = pattern[pos >> 16];
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pos = (pos + step) % (PATTERN_SIZE << 16);
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pos = (pos + step) % (PATTERN_SIZE << 16);
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