From b84323e10898b320c75498909d5acf970d06ee74 Mon Sep 17 00:00:00 2001 From: "Admiral H. Curtiss" Date: Thu, 10 Sep 2026 19:07:23 +0200 Subject: [PATCH] DSPHLE/Zelda: Add bounds check for m_sync_voice_skip_flags in RenderAudio() --- Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp index 923680e88e..5638a7aab4 100644 --- a/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp +++ b/Source/Core/Core/HW/DSPHLE/UCodes/Zelda.cpp @@ -628,7 +628,11 @@ void ZeldaUCode::RenderAudio() if (m_rendering_curr_voice == 0) m_renderer.PrepareFrame(); - while (m_rendering_curr_voice < m_rendering_voices_per_frame) + // TODO: Find out the actual hardware behavior for the case where + // (m_rendering_voices_per_frame >> 4) >= m_sync_voice_skip_flags.size() + const u16 number_of_voices = std::min(m_rendering_voices_per_frame, + static_cast(m_sync_voice_skip_flags.size() << 4)); + while (m_rendering_curr_voice < number_of_voices) { // If we are not meant to render this voice yet, go back to message // processing.