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-rw-r--r--src/audio_core/renderer/adsp/adsp.cpp2
-rw-r--r--src/audio_core/renderer/adsp/command_list_processor.cpp2
-rw-r--r--src/audio_core/renderer/system.cpp3
3 files changed, 3 insertions, 4 deletions
diff --git a/src/audio_core/renderer/adsp/adsp.cpp b/src/audio_core/renderer/adsp/adsp.cpp
index a28395663..74772fc50 100644
--- a/src/audio_core/renderer/adsp/adsp.cpp
+++ b/src/audio_core/renderer/adsp/adsp.cpp
@@ -13,7 +13,7 @@
namespace AudioCore::AudioRenderer::ADSP {
ADSP::ADSP(Core::System& system_, Sink::Sink& sink_)
- : system{system_}, memory{system.Memory()}, sink{sink_} {}
+ : system{system_}, memory{system.ApplicationMemory()}, sink{sink_} {}
ADSP::~ADSP() {
ClearCommandBuffers();
diff --git a/src/audio_core/renderer/adsp/command_list_processor.cpp b/src/audio_core/renderer/adsp/command_list_processor.cpp
index e3bf2d7ec..7a300d216 100644
--- a/src/audio_core/renderer/adsp/command_list_processor.cpp
+++ b/src/audio_core/renderer/adsp/command_list_processor.cpp
@@ -17,7 +17,7 @@ namespace AudioCore::AudioRenderer::ADSP {
void CommandListProcessor::Initialize(Core::System& system_, CpuAddr buffer, u64 size,
Sink::SinkStream* stream_) {
system = &system_;
- memory = &system->Memory();
+ memory = &system->ApplicationMemory();
stream = stream_;
header = reinterpret_cast<CommandListHeader*>(buffer);
commands = reinterpret_cast<u8*>(buffer + sizeof(CommandListHeader));
diff --git a/src/audio_core/renderer/system.cpp b/src/audio_core/renderer/system.cpp
index 28f063641..ad869facb 100644
--- a/src/audio_core/renderer/system.cpp
+++ b/src/audio_core/renderer/system.cpp
@@ -127,8 +127,7 @@ Result System::Initialize(const AudioRendererParameterInternal& params,
render_device = params.rendering_device;
execution_mode = params.execution_mode;
- core.Memory().ZeroBlock(*core.ApplicationProcess(), transfer_memory->GetSourceAddress(),
- transfer_memory_size);
+ core.ApplicationMemory().ZeroBlock(transfer_memory->GetSourceAddress(), transfer_memory_size);
// Note: We're not actually using the transfer memory because it's a pain to code for.
// Allocate the memory normally instead and hope the game doesn't try to read anything back