我一直在做一个画布游戏,并遇到了一些涉及内存泄漏的问题。我认为这个问题与渲染和删除实体有关,但我运行的代码没有渲染任何东西,它看起来像音频调度对象本身导致泄漏。这个问题导致音频开始噼啪作响并在一段时间后切断。游戏仍然渲染,但音频停止 - 我也注意到角色的拍摄速度变慢了(拍摄时间与调度功能中的音符一起安排)。
我用来处理音频的代码来自 A Tale of Two Clocks' tutorial 。当我在chrome上运行节拍器代码并进行时间线记录时,堆分配上升了。
为什么此代码会导致内存泄漏?它看起来很好。计时器ID设置为空?
图片1 :节拍器的堆时间线本身
图片2 :我的应用程序的时间轴只运行节拍器功能(没有游戏实体)
图片3 :我的应用正常运行
这是代码
function init(){
var container = document.createElement( 'div' );
// CREATE CANVAS ... ...
audioContext = new AudioContext();
requestAnimFrame(draw);
timerWorker = new Worker("js/metronomeworker.js");
timerWorker.onmessage = function(e) {
if (e.data == "tick") {
// console.log("tick!");
scheduler();
}
else {
console.log("message: " + e.data);
}
};
timerWorker.postMessage({"interval":lookahead});
}
function nextNote() {
// Advance current note and time by a 16th note...
var secondsPerBeat = 60.0 / tempo; // Notice this picks up the CURRENT
// tempo value to calculate beat length.
nextNoteTime += 0.25 * secondsPerBeat; // Add beat length to last beat time
current16thNote++; // Advance the beat number, wrap to zero
if (current16thNote == 16) {
current16thNote = 0;
}
}
function scheduleNote( beatNumber, time ) {
// push the note on the queue, even if we're not playing.
notesInQueue.push( { note: beatNumber, time: time } );
if ( (noteResolution==1) && (beatNumber%2))
return; // we're not playing non-8th 16th notes
if ( (noteResolution==2) && (beatNumber%4))
return; // we're not playing non-quarter 8th notes
// create an oscillator // create sample
var osc = audioContext.createOscillator();
osc.connect( audioContext.destination );
if (beatNumber % 16 === 0) // beat 0 == low pitch
osc.frequency.value = 880.0;
else if (beatNumber % 4 === 0 ) // quarter notes = medium pitch
osc.frequency.value = 440.0;
else // other 16th notes = high pitch
osc.frequency.value = 220.0;
osc.start( time ); //sound.play(time)
osc.stop( time + noteLength ); // " "
}
function scheduler() {
// while there are notes that will need to play before the next interval,
// schedule them and advance the pointer.
while (nextNoteTime < audioContext.currentTime + scheduleAheadTime ) {
scheduleNote( current16thNote, nextNoteTime );
nextNote();
}
}
function play() {
isPlaying = !isPlaying;
if (isPlaying) { // start playing
current16thNote = 0;
nextNoteTime = audioContext.currentTime;
timerWorker.postMessage("start");
return "stop";
} else {
timerWorker.postMessage("stop");
return "play";
}
}
Metronome.js:
var timerID=null;
var interval=100;
self.onmessage=function(e){
if (e.data=="start") {
console.log("starting");
timerID=setInterval(function(){postMessage("tick");},interval)
}
else if (e.data.interval) {
console.log("setting interval");
interval=e.data.interval;
console.log("interval="+interval);
if (timerID) {
clearInterval(timerID);
timerID=setInterval(function(){postMessage("tick");},interval)
}
}
else if (e.data=="stop") {
console.log("stopping");
clearInterval(timerID);
timerID=null;
}
};
我如何在scheduleNote()中安排声音(和拍摄):
if (beatNumber % 4 === 0) {
playSound(samplebb[0], gainNode1);
}
if (planet1play === true) {
if (barNumber % 4 === 0)
if (current16thNote % 1 === 0) {
playSound(samplebb[26], planet1gain);
}
}
if (shootx) {
// Weapon 1
if (gun === 0) {
if (beatNumber === 2 || beatNumber === 6 || beatNumber === 10 || beatNumber === 14) {
shoot(bulletX, bulletY);
playSound(samplebb[3], gainNode2);
}
}
更新
即使我在没有呈现或更新任何内容的情况下运行游戏,音频仍然存在问题 Here 在速度较慢的机器上情况更糟。
不知道为什么会发生这种情况,某种音频缓冲问题?有人有主意吗?
答案 0 :(得分:1)
如果连续调用setInterval
命令,则存在运行多个start
的风险。如果他们是,他们会堆积起来,并解释为什么记忆力在增加。
我建议进行以下更改。没有你可以简单地检查start方法中是否存在timerID,但集中方法将有助于跟踪。可以使用clearInterval()
参数调用null
,但不会忽略它。
所以实质上:
var timerID = null;
var interval = 100;
function tickBack() { // share callback for timer
postMessage("tick")
}
function startTimer() { // centralize start method
stopTimer(); // can be called with no consequence even if id=null
timerID = setInterval(tickBack, interval)
}
function stopTimer() { // centralize stop method
clearInterval(timerID);
timerID = null;
}
onmessage = function(e){
if (e.data === "start") {
startTimer();
}
else if (e.data === "stop") {
stopTimer()
}
else if (e.data.interval) {
interval = e.data.interval;
if (timerID) startTimer();
}
};
答案 1 :(得分:0)
卫生署!我发现了问题!在我的应用程序中,我创建了一个振荡器,而不是使用它,这填补了音频上下文
var osc = audioContext.createOscillator();
osc.connect( audioContext.destination );