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サウンド仮承認未処理2025-07-31 21:592025-08-30 07:24
 
テスターhap担当者 ソースkonami/moo.cpp
バージョン0.278発生バージョン0.278修正バージョン
修正コミットプルリク
フラグ
セット moomesa
セット詳細
moomesa - Wild West C.O.W.-Boys of Moo Mesa (ver EAB)
 
概 要効果音のあとに音量が落ちることがある。
詳 細It has volume cuts sometimes after sound effect triggers, such as the player shot sound.

mame moomesa -wavwrite 1.wav is fine, so it seems like a bug in sound.cpp?
If I disable audio effects (or switch resampler type), the bug is still there.
If I skip the sound_stream_update in k054539.cpp, the bug is still there.

It continuously writes to active_w in k054321_device, which calls propagate_volume(), which calls m_speaker->set_input_gain, which calls sound.cpp sound_stream::update(), I think the bug is in there.
I assume it can be worked around it like this:

if (m_active != data)
{
m_active = data;
propagate_volume();
}

But that doesn't fix the underlying issue in sound.cpp

moomesa isn't the only game using this chip.
You can hear the volume chopping too in for example xexex after you go to service mode, and modify the global volume.
再現手順Just play the game, and shoot a lot.
追加情報 
 
添付ファイルmp3 fileobs studio recording.mp3 (2025-07-31 23:19)
png file0000.png (2025-08-11 19:06)
mp3 filegijoe_277.mp3 (2025-08-11 19:06)
mp3 filegijoe_279_live.mp3 (2025-08-11 19:07)
mp3 filegijoe_279_wavwrite.mp3 (2025-08-11 19:07)
mp3 filemoomesa-sound volume and scale.mp3 (2025-08-15 05:52)
mp3 filebucky-sound volume and scale.mp3 (2025-08-15 05:52)