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-rw-r--r--Source/Plugins/Plugin_DSP_HLE/Src/UCodes/UCode_Zelda_Voice.cpp2
1 files changed, 1 insertions, 1 deletions
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 463334a7db..e6facb00c3 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
@@ -424,7 +424,7 @@ void CUCode_Zelda::RenderAddVoice(ZeldaVoicePB &PB, s32* _LeftBuffer, s32* _Righ
// These are more "synth" formats - square wave, saw wave etc.
case 0x0002:
- case 0x0006: // Example: Second time in "Hyrule", in the king's room, when fighting the two knights (in ZWW, of course)
+ case 0x0008: // Example: Second time in "Hyrule", in the king's room, when fighting the two knights (in ZWW, of course)
case 0x000c: // Example: beam of death/yellow force-field in Temple of the Gods, ZWW
WARN_LOG(DSPHLE, "Synthesizing 0x%04x", PB.Format);
break;