Viewing Issue Advanced Details
ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
05778 Sound Minor Always Nov 8, 2014, 20:21 Jan 7, 2020, 21:00
Tester Zaphod View Status Public Platform MAME (Official Binary)
Assigned To Resolution Open OS Windows Vista/7/8 (64-bit)
Status [?] Confirmed Driver
Version 0.155 Fixed in Version Build Normal
Fixed in Git Commit Github Pull Request #
Summary 05778: circus: Audio samples retrigger when they shouldn't
Description Specifically the "miss.wav" sample should only play once, when the falling animation starts.

recording of a real circus machine that verifys this.

currently it constantly retriggers until the animation finishes.

Other samples appear to behave properly. but it seems this particular one will not overwrite itself on real hardware.

also, there's crackles in the square waves that don't appear to happen on real hardware.
Steps To Reproduce Start a game, and lose a life.
Additional Information bugs been there since day one.
Github Commit
Regression Version
Affected Sets / Systems circus
Attached Files
There are no relationship linked to this issue.
User avatar
Nov 11, 2014, 23:21
Games which use samples are not perfect and are flagged as such when you start. As far as this game goes, I don't believe we have a validly recorded sample from the game to have in sample packs as the result the bounce.wav doesn't sound close (and is sourced from a console/computer version) AFAIK.

That said, I observe there is an issue when you die, the death 'cry' does appear to be played and restarted many times before actually playing through - which is what I can confirm.
User avatar
Jan 7, 2020, 21:00
and that is the bug. this particular sample will not retrigger while it is playing on real hardware, while the pop sample will, and will happily overlap itself somehow, causing an increase in volume. It plays through once per death, synced to the falling animation.

found a new video. according to the owner, each sound circuit has it's own volume (!)

this adds more to suggest that the proper solution is to directly change the behavior of the emulated circuit, as each sound seems to be generated by a different bit of hardware. setting a cooldown on this particular sample so it can't be played for a few seconds after it's been started should fix the issue.

the overlapping of the balloon pop sounds is also demonstrated in this new video.