Zelda HLE: Properly implement LQ AFC decoding.
Typos and stupid mistakes + untested code = dirty Git history.
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@@ -1535,7 +1535,8 @@ void ZeldaAudioRenderer::DecodeAFC(VPB* vpb, s16* dst, size_t block_count)
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nibbles[i + 0] = (*src >> 6) & 3;
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nibbles[i + 0] = (*src >> 6) & 3;
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nibbles[i + 1] = (*src >> 4) & 3;
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nibbles[i + 1] = (*src >> 4) & 3;
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nibbles[i + 2] = (*src >> 2) & 3;
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nibbles[i + 2] = (*src >> 2) & 3;
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nibbles[i + 3] = (*src >> 6) & 3;
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nibbles[i + 3] = (*src >> 0) & 3;
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src++;
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}
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}
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for (auto& nibble : nibbles)
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for (auto& nibble : nibbles)
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{
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{
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