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报告翻译问题
It could be that your mods are out-of-date (I've found Steam workshop's update detection to be spotty), so check that as well.
Also, MMC appears to overwrite the secret room found jingle from the Antibirth Music++ mod, using the default Rebirth jingle instead.
Edit: I was looking at other reports here and I can confirm I'm also experiencing the issue with the Void music resetting. I'll try to explain how the standalone Antibirth Music++ mod handles the Void music, maybe it'll help with debugging.
Whenever the game switches tracks on the floor (entering a boos room, secret room, etc.) and you return to the actual floor where the Void music is supposed to be playing, Antibirth Music++ picks a random "starting point" for the song by using multiple files. This appears to mess with MMC, since MMC thinks switching rooms counts as the song switching, so it picks a random file from the Void tracks whenever you switch between ANY room.
For anyone who wants this problem fixed, kindly request that the authors for either Antibirth++ or Antibirth+++ add this to the end of the main.lua file. Because the MMC is defined before Antibirth++ in the mod load order, MMC cannot detect the presence of Antibirth++ and behave differently when Antibirth++ is on. (Note that for Antibirth+++, the mod variable abm3p must be used instead of antibirthmusicplusplus)
To solve this issue, either play with the All Antibirth Item Room Jingles mod by kittenchilly, or convince the authors of Antibirth++/Antibirth+++ to make their sound effects compatible with MMC. The second option wouldn't be difficult to accomplish codewise, but isn't simple to explain, and since using the All Antibirth Item Room Jingles mod seems to be the main reason to use MMC and Antibirth++ concurrently, I'm not sure it's worth the effort. If someone still wants me to spell out the steps to achieve sound effect compatibility with MMC, I will do it for them.
We ended up measuring time in number of MC_POST_RENDER callbacks. This works wonderfully on my computers, but through experimentation, I discovered that the number of MC_POST_RENDER callbacks per second is not entirely consistent! So either machine speed, or perhaps the amount of code being run every render, affects the length of time between the end of the start jingle and the start of the stage music playing.
I'm curious, for anyone reading this who has issues with a long delay in between the start jingle and stage music, are you playing with dozens of large mods turned on? If so, this would be evidence that the amount of code run per render will lower the number of MC_POST_RENDER callbacks per second.
In any case, when I get another chance, I might look into another method of keeping track of time in Lua that doesn't rely on the rate of MC_POST_RENDER callbacks.