| カテゴリ | 重要度 | ステータス | 解決状況 | 登録日時 | 最終更新 |
|---|---|---|---|---|---|
サウンド | 低 | 仮承認 | 未処理 | 2025-07-31 21:59 | 2025-08-30 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 | |||||