FMOD - 多次调用createStream时内存使用量不断增加

时间:2013-10-13 12:46:20

标签: c++ memory stream allocation fmod

目前,我正在尝试使用FMOD设计声音播放器。我想实现目标只使用一个声音指针但最终内存使用量在多次调用createStream时不断增加。无论如何要改进它而不使用多个声音指针?

SoundClass.h

#ifndef _SOUNDCLASS_H_
#define _SOUNDCLASS_H_


//////////////
// INCLUDES //
//////////////
#include "FMOD/fmod.hpp"
using namespace FMOD;


////////////////////////////////////////////////////////////////////////////////
// Class name: SoundClass
////////////////////////////////////////////////////////////////////////////////
class SoundClass
{
public:
    SoundClass();
    ~SoundClass();
    bool Initialize();
    float Load( const int& trackNo );
    void Play();
    void Stop();
    void Pause();
    void Resume();
    void Next( int& trackNo, float& totalTrackLength );
    void Previous( int& trackNo, float& totalTrackLength );

private:
    bool m_isFirstRun;
    bool m_isLoad;
    bool m_isPlay;
    int  m_currentTrackNo;
    unsigned int* m_trackLength;

    FMOD_RESULT result;
    System* fmodSystem;
    Channel* fmodChannel;
    Sound* track;
};

#endif

SoundClass.cpp

#include "SoundClass.h"

SoundClass::SoundClass()
{
    fmodSystem          = 0;
    track               = 0;
    fmodChannel         = 0;
    m_isFirstRun        = true;
    m_isLoad            = true;
    m_isPlay            = true;
    m_currentTrackNo    = 0;
    m_trackLength       = new unsigned int;
}


SoundClass::~SoundClass()
{
    /*
    Cleaning up...
    */
    track->release();
    fmodSystem->release();
}


bool SoundClass::Initialize()
{
    /*
    Setup FMOD for your application.
    */

    //  Create a FMOD system.
    result = System_Create( &fmodSystem );

    //  Similar to HRESULT, FMOD use FMOD_RESULT to keep track of the execution result.
    if ( result != FMOD_OK )
    {
        return false;
    }

    //  Alternately, you can check for the availability of the system.
    if ( !fmodSystem )
    {
        return false;
    }

    //  Initialize FMOD.
    result = fmodSystem->init( 100, FMOD_INIT_NORMAL, 0 );

    if ( result != FMOD_OK )
    {
        return false;
    }

    return true;
 }


float SoundClass::Load( const int& trackNo )
{
    /*
     Load a sound file.
    */

    //  FMOD sound source.
    switch ( trackNo )
    {
    case 0:
        fmodSystem->createStream( "resources/audio/01.ogg", FMOD_DEFAULT, 0, &track );
        break;

    case 1:
        fmodSystem->createStream( "resources/audio/02.ogg", FMOD_DEFAULT, 0, &track );
        break;

    case 2:
        fmodSystem->createStream( "resources/audio/03.ogg", FMOD_DEFAULT, 0, &track );
        break;

    case 3:
        fmodSystem->createStream( "resources/audio/04.ogg", FMOD_DEFAULT, 0, &track );
        break;

   case 4:
    fmodSystem->createStream( "resources/audio/05.ogg", FMOD_DEFAULT, 0, &track );
        break;

    case 5:
        fmodSystem->createStream( "resources/audio/06.ogg", FMOD_DEFAULT, 0, &track );
        break;

    case 6:
        fmodSystem->createStream( "resources/audio/07.ogg", FMOD_DEFAULT, 0, &track );
        break;

    case 7:
        fmodSystem->createStream( "resources/audio/08.ogg", FMOD_DEFAULT, 0, &track );
        break;

    case 8:
        fmodSystem->createStream( "resources/audio/09.ogg", FMOD_DEFAULT, 0, &track );
        break;

    case 9:
        fmodSystem->createStream( "resources/audio/10.ogg", FMOD_DEFAULT, 0, &track );
        break;
}

    m_currentTrackNo = trackNo;

    track->getLength( m_trackLength, FMOD_TIMEUNIT_MS );
    return (float)*m_trackLength / 1000;
}


void SoundClass::Play( )
{
    //  Play sound on a channel
    fmodSystem->playSound( FMOD_CHANNEL_REUSE, track, false, &fmodChannel );
}


void SoundClass::Stop()
{
    fmodChannel->stop();
}


void SoundClass::Pause()
{
    fmodChannel->setPaused( true );
}


void SoundClass::Resume()
{
    fmodChannel->setPaused( false );
}


void SoundClass::Next( int& trackNo, float& totalTrackLength )
{
    if ( m_currentTrackNo != 9 )
    {
        totalTrackLength = Load( m_currentTrackNo + 1 );
       trackNo = m_currentTrackNo;
       Play();
    }
}


void SoundClass::Previous( int& trackNo, float& totalTrackLength )
{
    if ( m_currentTrackNo != 0 )
    {
        totalTrackLength = Load( m_currentTrackNo - 1 );
        trackNo = m_currentTrackNo;
        Play();
    }
}  

1 个答案:

答案 0 :(得分:1)

一个小的内存泄漏是m_trackLengthnew - 但不是delete - d。可能还有其他东西在起作用。