我想实现音频管理器。但是我发生了内存泄漏。 我不知道为什么会发生什么。有人可以帮我吗?
我创建了一个按钮,该按钮事件仅运行带有音频路径的playAudio。然后,我单击按钮,然后单击,单击,单击,...,单击(很多次)。 内存使用量增加。我尝试在每次播放之前关闭音频文件并清理内存,但是没有用。
请帮助或尝试给出一些想法来实现这一目标。谢谢!
您可以在Github
UIView
- (void)viewDidLoad {
[super viewDidLoad];
// Create an audio manager
self.audio1 = [AudioPlayerManager new];
}
// This is a button click event
- (IBAction)actionAudioPlay:(id)sender {
NSString *path1 = [NSString stringWithFormat:@"%@", [[NSBundle
mainBundle] pathForResource:@"success-notification-
alert_A_major" ofType:@"wav"]];
[self.audio1 playAudio:path1];
}
AudioManager
准备定义
static const UInt32 maxBufferSize = 0x10000;
static const UInt32 minBufferSize = 0x4000;
static const UInt32 maxBufferNum = 3;
全局变量
AudioFileID _audioFile;
AudioStreamBasicDescription _dataFormat;
AudioQueueRef _queue;
UInt32 numPacketsToRead;
AudioStreamPacketDescription *packetDescs;
AudioQueueBufferRef buffers[maxBufferNum];
SInt64 packetIndex;
UInt32 maxPacketSize;
UInt32 outBufferSize;
我的代码
- (void)playAudio:(NSString *)audioFileName {
// Step 1: Open the audio file
OSStatus status = AudioFileOpenURL(
(__bridge CFURLRef _Nonnull)([NSURL
fileURLWithPath:audioPath]),
kAudioFileReadPermission,
0,
&_audioFile);
// Step 2: Read the meta-data of this audio file
UInt32 formatSize = sizeof(AudioStreamBasicDescription);
status = AudioFileGetProperty(audioFileID,
kAudioFilePropertyDataFormat, &formatSize, &_dataFormat);
// Step 3: Register the callback function
status = AudioQueueNewOutput(
&dataFormat,
BufferCallback,
(__bridge void * _Nullable)(self),
nil,
nil,
0,
&_queue
);
if (status != noErr) NSLog(@"AudioQueueNewOutput bitrate failed %d", status);
// Step 4: Read the package size
UInt32 size = sizeof(maxPacketSize);
AudioFileGetProperty(
audioFileID,
kAudioFilePropertyPacketSizeUpperBound,
&size,
&maxPacketSize);
if (status != noErr) NSLog(@"kAudioFilePropertyPacketSizeUpperBound failed %d", status);
if (dataFormat.mFramesPerPacket != 0) {
Float64 numPacketsPersecond = dataFormat.mSampleRate / dataFormat.mFramesPerPacket;
outBufferSize = numPacketsPersecond * maxPacketSize;
} else {
outBufferSize = (maxBufferSize > maxPacketSize) ? maxBufferSize : maxPacketSize;
}
if (outBufferSize > maxBufferSize &&
outBufferSize > maxPacketSize) {
outBufferSize = maxBufferSize;
} else {
if (outBufferSize < minBufferSize) {
outBufferSize = minBufferSize;
}
}
// Step 5: Calculate the package count
numPacketsToRead = outBufferSize / maxPacketSize;
// Step 6: Alloc AudioStreamPacketDescription buffers
packetDescs = (AudioStreamPacketDescription *)malloc(numPacketsToRead * sizeof (AudioStreamPacketDescription));
// Step 7: Reset the packet index
packetIndex = 0;
// Step 8: Allocate buffer
for (int i = 0; i < maxBufferNum; i++) {
// Step 8.1: allock the buffer
status = AudioQueueAllocateBuffer(
_queue,
outBufferSize,
&buffers[i]
);
if (status != noErr) NSLog(@"AudioQueueAllocateBuffer failed %d", status);
// Step 8.2: Fill the audio data to buffer
[self audioQueueOutputWithQueue:_queue
queueBuffer:buffers[i]];
}
// Step 9: Start
status = AudioQueueStart(_queue, nil);
if (status != noErr) NSLog(@"AudioQueueStart failed %d", status);
}
音频队列输出方法
- (void)audioQueueOutputWithQueue:(AudioQueueRef)audioQueue
queueBuffer:(AudioQueueBufferRef)audioQueueBuffer {
OSStatus status;
// Step 1: load audio data
// If the packetIndex is out of range, the ioNumPackets will be 0
UInt32 ioNumBytes = outBufferSize;
UInt32 ioNumPackets = numPacketsToRead;
status = AudioFileReadPacketData(
_audioFile,
NO,
&ioNumBytes,
packetDescs,
packetIndex,
&ioNumPackets,
audioQueueBuffer->mAudioData
);
if (status != noErr) NSLog(@"AudioQueueSetParameter failed %d", status);
// Step 2: prevent load audio data failed
if (ioNumPackets <= 0) {
return;
}
// Step 3: re-assign the data size
audioQueueBuffer->mAudioDataByteSize = ioNumBytes;
// Step 4: fill the buffer to AudioQueue
status = AudioQueueEnqueueBuffer(
audioQueue,
audioQueueBuffer,
ioNumPackets,
packetDescs
);
if (status != noErr) NSLog(@"AudioQueueEnqueueBuffer failed %d", status);
// Step 5: Shift to followed index
packetIndex += ioNumPackets;
}
回调函数
static void BufferCallback(void *inUserData,AudioQueueRef inAQ,
AudioQueueBufferRef buffer) {
AudioPlayerManager *manager = (__bridge AudioPlayerManager *)inUserData;
[manager audioQueueOutputWithQueue:inAQ queueBuffer:buffer];
}
关闭音频文件
- (OSStatus)close:(AudioFileID)audioFileID {
OSStatus status = AudioFileClose( audioFileID );
if (status != noErr) NSLog(@"AudioFileClose failed %d", status);
return status;
}
可用内存
- (void)freeMemory {
if (packetDescs) {
free(packetDescs);
}
packetDescs = NULL;
}
答案 0 :(得分:1)
最后,我找到了解决方案。我只是消灭队列。 释放所有内存。与拥有相同票证的所有人共享我的方法。
- (void)playAudio:(NSString *)audioFileName {
// Add these code
if (_queue) {
AudioFileClose(_audioFile);
[self freeMemory];
AudioQueueStop(_queue, true);
AudioQueueDispose(_queue, true);
_queue = nil;
}
// the other code ...
}