Viewing Issue Advanced Details
|ID||Category [?]||Severity [?]||Reproducibility||Date Submitted||Last Update|
|07100||Sound||Minor||Always||Sep 17, 2018, 16:28||Sep 20, 2018, 14:41|
|Tester||anemostat54539||View Status||Public||Platform||MAME (Self-compiled)|
|Assigned To||Resolution||Open||OS||Windows 10 (64-bit)|
|Version||0.201||Fixed in Version||Build||64-bit|
|Summary||07100: A sound like howling appears in ZSG 2 + DSP built with VS2017|
|Description||I built MAME's zn.cpp on VS2017 and confirmed the sound of raystormj. Then, I noticed that sounds like howling were mixed in all the sound tests.|
|Steps To Reproduce||
1. make SUBTARGET=zn SOURCES=src\mame\drivers\zn.cpp
(Make sure that MSBUILD can be executed before compiling)
2. start zn64.exe -window raystormj
3. enter test mode, and sound test
4. play any song
When I looked it up, I understood that the problem occurred with the following code of DSP.
lmhc 1 33 1 n
macc_write = macc = ((int64_t)(int32_t)%c) << 16; <- this
lmhd 1 31 1 n
macc_write = macc = (int64_t)((int32_t)(%d)) << 16; <- this
It seems that there is a problem with casting to int64_t.
|Affected Sets / Systems|
zn64.7z (3,807,949 bytes) Sep 17, 2018, 22:31 Uploaded by anemostat54539
|There are no relationship linked to this issue.|
Sep 17, 2018, 19:30
If the problem is in the DSP core, can you confirm that it also happens (or a similar DSP-related issue) in konamigx.cpp games?
If it does not occur, can you check what happens when the DSP is bypassed (ie, sound routes directly from ZSG-2 device in mame/audio/taito_zm.cpp)
Sep 17, 2018, 22:11
edited on: Sep 17, 2018, 22:31
In konamigx built with VS2017, both x86 and x64 were not reproduced. (Using gokujyo parodius for testing)
I can't test direct sound route changing. attach zn64 with VS2017 x64 build exe file.