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authorbunnei <bunneidev@gmail.com>2023-02-03 04:04:50 +0100
committerGitHub <noreply@github.com>2023-02-03 04:04:50 +0100
commit25fc5c0e1158cb8e81cbc769b24ad84032a1fbfd (patch)
treea86c945d2e8789250005ac38ebbb36c48e95b30c /src/core/hle/service/audio/audren_u.cpp
parentMerge pull request #9704 from liamwhite/das (diff)
parentRevert "hle_ipc: Use std::span to avoid heap allocations/copies when calling ReadBuffer" (diff)
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Diffstat (limited to '')
-rw-r--r--src/core/hle/service/audio/audren_u.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/core/hle/service/audio/audren_u.cpp b/src/core/hle/service/audio/audren_u.cpp
index 0ee28752c..3a1c231b6 100644
--- a/src/core/hle/service/audio/audren_u.cpp
+++ b/src/core/hle/service/audio/audren_u.cpp
@@ -112,7 +112,7 @@ private:
void RequestUpdate(Kernel::HLERequestContext& ctx) {
LOG_TRACE(Service_Audio, "called");
- const auto input{ctx.ReadBuffer(0)};
+ std::vector<u8> input{ctx.ReadBuffer(0)};
// These buffers are written manually to avoid an issue with WriteBuffer throwing errors for
// checking size 0. Performance size is 0 for most games.