diff --git a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp index bb70a7d617..ef3331e60a 100644 --- a/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp +++ b/Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp @@ -430,8 +430,8 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true); break; - case 0x0008: // Likely PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD + very little in Zelda WW. - WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format); + case 0x0008: // PCM8 - normal PCM 8-bit audio. Used in Mario Kart DD + very little in Zelda WW. + //WARN_LOG(DSPHLE, "Unimplemented MixAddVoice format in zelda %04x", PB.Format); memset(m_ResampleBuffer + 4, 0, _Size * sizeof(s32)); Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer); break; @@ -446,14 +446,13 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ // to the output buffer. However, (if we ever see this sound type), we'll // have to resample anyway since we're running at a different sample rate. - // Caution: Use at your own risk. Sounds awful :) RenderVoice_Raw(PB, m_ResampleBuffer + 4, _Size); Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true); break; case 0x0021: - // Raw sound from RAM. Important for Zelda WW. Really need to implement - missing it causes hangs. - // Caution: Use at your own risk. Sounds awful :) + // Raw sound from RAM. Important for Zelda WW. Cutscenes use the music + // to let the game know they ended RenderVoice_Raw(PB, m_ResampleBuffer + 4, _Size); Resample(PB, _Size, m_ResampleBuffer + 4, m_VoiceBuffer, true); break; @@ -480,7 +479,9 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ // These are more "synth" formats - square wave, saw wave etc. case 0x0002: - case 0x0007: // Example: Pikmin 2 in a cave, not sure what sound it is. + case 0x0004: // Example: Big Pikmin onion mothership landing/building a bridge in Pikmin + case 0x0007: // Example: "success" SFX in Pikmin 1, Pikmin 2 in a cave, not sure what sound it is. + case 0x000b: // Example: SFX in area selection menu in Pikmin case 0x000c: // Example: beam of death/yellow force-field in Temple of the Gods, ZWW WARN_LOG(DSPHLE, "Not synthesizing unreversed-engineerd format 0x%04x", PB.Format); break;