> EDIT - Bug added: http://www.mametesters.org/view.php?id=4202
Oops, too late, it is already fixed. Well at least for dkongjr. There may be other bugs, so it you are brave please compile this fix in, and see if there are any other bugs.
(edit) looks like asteroids,etc are fixed too. Less then a minute from bug report to bug fix. Is that a record?
in src/emu/sound/disc_flt.c in DISCRETE_STEP(dst_rcfilter) move: set_output(0, m_v_out); so it is the last thing before the final bracket to get this:
Code:
DISCRETE_STEP(dst_rcfilter) { if (EXPECTED(m_is_fast)) m_v_out += ((DST_RCFILTER__VIN - m_v_out) * m_exponent); else { if (UNEXPECTED(m_has_rc_nodes)) { double rc = DST_RCFILTER__R * DST_RCFILTER__C; if (rc != m_rc) { m_rc = rc; m_exponent = RC_CHARGE_EXP(rc); } }
/************************************************************************/ /* Next Value = PREV + (INPUT_VALUE - PREV)*(1-(EXP(-TIMEDELTA/RC))) */ /************************************************************************/
m_vCap += ((DST_RCFILTER__VIN - m_v_out) * m_exponent); m_v_out = m_vCap + DST_RCFILTER__VREF; } set_output(0, m_v_out); }
Do not p-mail me for help compiling my updates, ask on the board.
Do not request sound for your favorite game. I work on whatever, when I get around to it.
If you have schematics for discrete sound games not easily found on the net, I would be interested.
Edited by Derrick Renaud (01/25/11 12:31 AM)
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