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Viewing Issue Advanced Details
ID | Category [?] | Severity [?] | Reproducibility | Date Submitted | Last Update |
---|---|---|---|---|---|
00833 | Sound | Major | Always | Feb 5, 2008, 15:18 | Feb 14, 2008, 17:26 |
Tester | Scagazza | View Status | Public | Platform | |
Assigned To | Resolution | Fixed | OS | ||
Status [?] | Resolved | Driver | |||
Version | 0.118 | Fixed in Version | 0.122u3 | Build | |
Fixed in Git Commit | Github Pull Request # | ||||
Summary | 00833: sbrkout: No Sound | ||||
Description |
No sound. Looking at the source, it appears to be the victim of:Changed all drivers to use the mame_timer_* calls. Deprecated the old double-based timer calls. [Zsolt Vasvari] Mamesick posted a fix for this bug (0.121u2): Looks like that this game still needs the old double-based timing methods. Here's the code. Game sounds now works. But before the english fog jumps on his chair saying it's an hack, I have to say that it's a temporary fix and surely someone more talented than me will be able to convert the TIME_4V formula I applied to the new attotime standards. The formula is taken from very old MAME source and modified to work with new code. |
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Steps To Reproduce | |||||
Additional Information | |||||
Github Commit | |||||
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Regression Version | |||||
Affected Sets / Systems | sbrkout | ||||
Attached Files
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sbrkout.diff (635 bytes) Feb 14, 2008, 17:26 [Show Content] [Hide Content]diff -Nru sourceold/src/mame/drivers/sbrkout.c source/src/mame/drivers/sbrkout.c --- sourceold/src/mame/drivers/sbrkout.c 2007-11-30 07:18:08.000000000 +0100 +++ source/src/mame/drivers/sbrkout.c 2007-12-01 08:31:59.000000000 +0100 @@ -52,7 +52,7 @@ * *************************************/ -#define TIME_4V ATTOTIME_IN_SEC(4075000/4) +#define TIME_4V ((double)(4.075/4) * (1.0 / 1000.0)) static UINT8 *sbrkout_sound; @@ -77,7 +77,7 @@ static MACHINE_RESET( sbrkout ) { - timer_pulse(TIME_4V, NULL, 0, sbrkout_tones_4V); + timer_pulse(double_to_attotime(TIME_4V), NULL, 0, sbrkout_tones_4V); } | ||||
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