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ID Category [?] Severity [?] Reproducibility Date Submitted Last Update
01017 Sound Major Have not tried Feb 8, 2008, 12:13 Jan 30, 2009, 19:49
Tester hammad View Status Public Platform
Assigned To Mamesick Resolution Fixed OS
Status [?] Resolved Driver
Version 0.103u2 Fixed in Version 0.129u3 Build
Fixed in Git Commit Github Pull Request #
Summary 01017: nslasher: The music stops at some points in the game when fighting bosses and some points in level 2.
Description The music stops at some points in the game when fighting bosses and some points in level 2 and after that too is this normal or what .... only the punch and beating sounds come and music goes off.

I have the pcb too (the japan version dump comes from mine pcb) and in mame it's like if it's played 2x.
Infact even if you don't have the pcb you can hear that it sounds wrong, drumming which cuts off and and so on.
The sound effects are right instead.

Music recording of the PCB is attached.

Follow-up from Kold666 in 0.111u6: Not fixed yet. There are some sound problems. Sometimes the music doesn't play, sometimes it plays but when you select the character there is no speech. Every time you start the game (without reset of course) there are different sound problems.
Steps To Reproduce
Additional Information
Github Commit
Flags
Regression Version
Affected Sets / Systems nslasher
Attached Files
wma file icon nslasher0103u2yel.wma (1,277,857 bytes) Feb 25, 2008, 09:48
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Notes
6
User avatar
No.02640
Mamesick
Senior Tester
Sep 29, 2008, 06:35
MDRV_INTERLEAVE(100) improves things. I played the game intensively and the bug seems gone away.
User avatar
No.02643
Haze
Senior Tester
Sep 29, 2008, 13:33
I don't see why increasing the interleave would help in this case. The sound comms looks to be bi-directional, via sound-latch reads and writes, which AFAIK should sync the CPUs anyway.
User avatar
No.03390
Smitdogg
Senior Tester
Dec 25, 2008, 00:23
I noticed also that some speech samples are played twice like "you can't beat me" and "you caught me off guard". The first time they play they are at a lower volume than the second.
User avatar
No.03432
aaron
Developer
Dec 30, 2008, 06:10
Bidirectional sound communication actually often requires interleave. The auto-syncing with the sound latch only works if an earlier CPU signals one that hasn't yet executed. When the latter CPU attempts to signal back to the first one, it is has likely already wasted time spinning.
User avatar
No.03434
Mamesick
Senior Tester
Dec 30, 2008, 07:47
I can still confirm that MDRV_QUANTUM_TIME (HZ(6000)) improves things. I cannot test intensively at the moment but the last time I played this game in my personal build with the interleave applied, I didn't noticed any sound bug. Don't know about Smitdogg reported issue but I think it should be related to sound comms too.
User avatar
No.03700
Smitdogg
Senior Tester
Jan 30, 2009, 19:49
FWIW I checked this in u3 and didn't notice samples being played twice anymore.