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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
09401 Sound Minor Always Mar 5, 2026, 09:58 30 days ago
Tester Janez View Status Public Platform SDLMAME
Assigned To R. Belmont Resolution Fixed OS Linux (64-bit)
Status [?] Resolved Driver
Version 0.286 Fixed in Version 0.287 Build x64
Fixed in Git Commit c48c188 Github Pull Request #
Summary Regresssion 09401: SDL sound unaffected by fast forward
Description sdl is the default sound output method, if you press the fast forward button the video accelerates but the audio doesn't. So, after a while, you get a video-audio delay.
It doesn't happen with the other sound output methods; portaudio, pulse and pipewire are not affected.
It never happened before, so I guess the new upgrade from SDL2 to SDL3 is involved.
Steps To Reproduce - Start any game with the sdl sound output method (the default):
mame tehkanwc -sound sdl
- Press the fast forward button (Page Down for SDL MAME) for a couple of seconds.
- You'll see the video accelerate, but the audio will not.
Additional Information
Github Commit
Flags Regression
Regression Version 0.286
Affected Sets / Systems
Attached Files
 
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Notes
5
User avatar
No.24207
Robbbert
Moderator
Mar 5, 2026, 10:12
I don't use SDL so unable to confirm, but it's acknowledged. Hopefully someone who does use SDL can check it out.
User avatar
No.24235
holub
Tester
Mar 10, 2026, 00:42
Confirming issue with sdl3; sdl2 - works fine
User avatar
No.24270
hap
Developer
31 days ago
edited on: 31 days ago
I didn't compile SDLMAME, but I see what's going on in the sdl3_sound module.
It doesn't use sink_callback, it sends samples immediately through SDL_PutAudioStreamData instead of abuffer.
User avatar
No.24275
Robbbert
Moderator
31 days ago
edited on: 31 days ago
This commit references this report:

https://github.com/mamedev/mame/commit/c48c18802e312b3ce5fea4502a369a5ae564fb39

Can someone with SDL say if it changes anything?
User avatar
No.24277
hap
Developer
30 days ago
edited on: 30 days ago
RB is SDL user, so...

Looking at the diff, the infinite buffer queuing is indeed fixed.
BTW the workaround introduces latency that sticks around after fast-forward (or other events that may cause overruns), 0.16s by default. (which itself can be worked around with by pausing/unpausing, like previously with the recently fixed abuffer sound crackling bug)