Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|03297||Sound||Minor||Always||Jul 5, 2009, 20:30||19 days ago|
|Tester||Yonah||View Status||Public||Platform||MAME (Official Binary)|
|Assigned To||Resolution||Open||OS||Windows XP/Vista/7 32-bit|
|Version||0.132||Fixed in Version||Build||Normal|
|Summary||03297: smashtv: Music sputters/lags when doors open|
From the start of game play in the first room, the background music seems to lag or sputter while playing the game. This seems to happen when a door opens either to bring in more enemies or while the player is moving to the next room.
When the sound CPU is over-clocked to 150% these sound problems are alleviated. Most interestingly, if the CPU is under-clocked by even as little as 95% these problems become severe very quickly.
|Steps To Reproduce||
1) Start the emulation
2) Go to "Slider Controls"
3) Lower the volume of the DAC and CVSD volume to 0.00
4) Play the game, listen for tempo interruptions, particularly with bass notes.
5) Reset the game (shift + F3)
6) Adjust CVSDCPU to 150%
7) Play the game, notice the lack of sound problems.
8) Reset the game (shift + F3)
8) Adjust CVSDCPU to 90% or below.
9) Notice how sound problems become worse.
I have included 2 files, both with DAC and CVSD muted, one at normal CPU speed, the other Adjusted to 150% above normal.
Over the weekend I located a SmashTV machine of unknown version at a local establishment. If necessary I could try to get a sound recording of the game if no one else has access to the real hardware, though I lack the proper equipment to do this and the noise levels in the surrounding are excessive.
|Affected Sets / Systems||smashtv|
Normal.mp3 (1,406,825 bytes) Jul 5, 2009, 20:30
Adjusted.mp3 (1,407,589 bytes) Jul 5, 2009, 20:31
|There are no relationship linked to this issue.|
Jul 6, 2009, 11:02
|If there is indeed a problem, I'm fairly sure that the cpu speeds are not the fault. Midway Y Unit is well documented. Pending some actual PCB investigation and recordings, I would mark as possible. Since it's not possible to mute channels in the arcade game - this might have never been noticed as original behavior. I'll wait for the authority to chime in on this, however.|
19 days ago
Same behaviour or very very similar in the arcade pcb.
It can be more clearly noticed when crossing doors to next stage.
The clearest moment is 10:58
More pcb examples:
It seems to happen everytime the doors open to bring more enemies into the stage: