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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
03554 Sound Minor Always Nov 29, 2009, 01:20 May 26, 2017, 15:55
Tester blkwolf01 View Status Public Platform MAME (Official Binary)
Assigned To Resolution Open OS Windows Vista/7 (32-bit)
Status [?] Confirmed Driver mw8080bw.cpp
Version 0.135 Fixed in Version Build I686
Fixed in Git Commit Github Pull Request #
Summary 03554: invaders: During game, when player shoots their laser at the invaders, the sound is way above normal.
Description During the game, if you shoot your laser at the invaders, the sound is way too high.
Steps To Reproduce
Additional Information
Github Commit
Regression Version
Affected Sets / Systems invaders
Attached Files
There are no relationship linked to this issue.
User avatar
Nov 29, 2009, 03:41
The laser sounds the same since discrete emulation was added back in 0.114u2. Perhaps you were used to the old SAMPLE system which this game used up until that point.

We'll need some reference recordings from original PCB/cabinet proving the case before we can continue.
User avatar
Nov 29, 2009, 04:08
edited on: May 31, 2012, 04:57
Discrete sounds can vary between PCBs and pitch of the shot sound can be different in each one, but there seems to be a difference between the original and mame.

User avatar
Nov 29, 2009, 04:53
edited on: Nov 29, 2009, 05:09
Something in this sound has changed, possibly in 0.134u3 but I can't find any plain vanilla binaries to test with. Compare sound in 0.134 official.
User avatar
Nov 29, 2009, 09:57
I tested with the official 0.134 build and it sounds exactly the same. It is only when I tested it with MAMEUI 0.135 did it sound slightly worse.
User avatar
Nov 30, 2009, 02:40
I'll leave this open pending some input from those who work on discrete emulation.
User avatar
Jul 12, 2010, 12:28
edited on: Jul 13, 2010, 14:59
The emulation is based on Midway Sound Board P.C. A084-90901-C851. Schematic # M051-00851-A005.

As Fujix mentioned, there are numerous different sound boards for SI, all sounding slightly different. Plus there is also some filtering in the amp stage that is not emulated. I only ever simulate up to the amp stage. Use your own amp controls to reduce the treble.

As for the complaint that the pitch of the shot sound is too high, all I can say is that someone would have to confirm all R/C values on a real PC are the same as in the schematic. I simulate from the schematic values. The real values may turn out to be different like they were in Phoenix.
User avatar
May 26, 2017, 15:55
edited on: May 26, 2017, 18:12
I do also think the laser sounds too high pitched, I've listened to footage of real Midway and Taito hardware on YouTube and I can tell it's not accurate to a real machine in use. Not saying the schematic is wrong, but something is different.

I've also observed that Taito boards have different sounds than the Midway ones in general. For example, the sound when you zap an Invader is definitely different on Taito hardware. (Midway is the rapid ZAPzapZAPzapZAPzapZAPzap, while Taito is just two pitches each played once - ZAP-zap or zaZAP - or occasionally low/high/low - zaZAP-zap). The Taito sounds are what carried to Part II (including the "Deluxe" Midway version), and every modern compilation or re-release Taito has done. The old sound samples set was also evidently recorded from Taito hardware.

Compare the sounds in these YouTube clips of real Midway and Taito hardware.

Midway (gameplay starts at 4:25)

Taito (gameplay starts at 1:07):

Midway Deluxe version of Part II (gameplay starts at 11:00):

I do think it should be a to-do to write separate emulation for the discrete sound from official Taito boards, and implement it for at least the official Taito sets. But should that issue be its own bug?