我看到的SceneKit崩溃是我在iOS 13.1.2之前没有看到的。
我已将问题追查到以下功能,无法完全怀疑是什么原因造成的。
如果我注释掉在该节点上执行操作的行,那么一切都很好。
我可以在场景中其他先前存在的节点上运行playAudio动作,但是当我只想使用以下功能进行一次播放时,应用崩溃。
所以我的想法是,这可能与我实例化节点的方式有关,但是我无法想到仅在给定位置播放声音而实例化节点的另一种方式。
我也尝试过使用回收的音频源,但这没什么区别。
任何人都可能不知道此代码可能会导致崩溃吗?这对我来说并不明显,尤其是因为它在iOS更新之前已经完美运行了。
我在下面包括了回溯轨迹。
非常感谢您的帮助/想法!
周末愉快!
干杯!
func play(sound: String, atPosition: SCNVector3, volume: Float, pitch: Float, loops: Bool, positional: Bool) {
// Sources will be pre-loaded and recycled for the finished app
if let source = SCNAudioSource(fileNamed: "art.scnassets/"+sound)
{
source.volume = volume
source.rate = pitch
source.isPositional = positional
source.shouldStream = false
source.loops = loops
source.load()
let node = SCNNode()
node.name = "oneShot"
node.position = atPosition
scnScene.rootNode.addChildNode(node)
// node.runAction(SCNAction.sequence([SCNAction.playAudio(source, waitForCompletion: true), SCNAction.removeFromParentNode()]))
// This line causes the crash
node.runAction(SCNAction.playAudio(source, waitForCompletion: false))
}
}
objc_retain + 16
frame #1: 0x00000001bd5a90c4 AVFAudio
-[AVAudioPlayerNode didAttachToEngine:] + 140
框架2:0x00000001bd5b66e8 AVFAudio AVAudioEngineImpl::AttachNode(AVAudioNode*, bool) + 272
frame #3: 0x00000001bd5b2324 AVFAudio
-[AVAudioEngine attachNode:] + 80
框架#4:0x00000001c4aea48c SceneKit CPP3DAudioContext::AddVoice(void const*) + 120
frame #5: 0x00000001c4aeacf0 SceneKit
CPP3DAudioEngine :: AddVoice(void const *)+ 192
帧6:0x00000001c49bd618 SceneKit C3DNodeAddAudioPlayer + 40
frame #7: 0x00000001c4a07924 SceneKit
-[SCNNode addAudioPlayer:] + 132
帧#8:0x00000001c49325e0 SceneKit SCNCPlaySound::cpp_updateWithTargetForTime(SCNNode*, double) + 96
frame #9: 0x00000001c499c690 SceneKit
SCNActionApply + 112
帧#10:0x00000001c4a2d7a4 SceneKit _applyActions + 236
frame #11: 0x00000001b0a8e1b8 CoreFoundation
-[ NSFrozenDictionaryM __apply:context:] + 128
框架#12:0x00000001c4a2d5c8 SceneKit C3DAnimationManagerApplyActions + 104
frame #13: 0x00000001c4a173e4 SceneKit
-[SCNRenderer _update:] + 576
框架#14:0x00000001c4a19a04 SceneKit -[SCNRenderer _drawSceneWithNewRenderer:] + 200
frame #15: 0x00000001c4a19fbc SceneKit
-[SCNRenderer _drawScene:] + 48
框架#16:0x00000001c4a1a350 SceneKit -[SCNRenderer _drawAtTime:] + 616
frame #17: 0x00000001c4ab46b8 SceneKit
-[SCNView _drawAtTime:] + 428
帧#18:0x00000001c497ae38 SceneKit __69-[NSObject(SCN_DisplayLinkExtensions) SCN_setupDisplayLinkWithQueue:]_block_invoke + 56
frame #19: 0x00000001c4a7fe48 SceneKit
__ 36- [SCNDisplayLink _callbackWithTime:] _ block_invoke + 64
帧#20:0x0000000105726c04 libdispatch.dylib _dispatch_client_callout + 16
frame #21: 0x0000000105735888 libdispatch.dylib
_ dispatch_lane_barrier_sync_invoke_and_complete + 124
帧#22:0x00000001c4a7fdd8 SceneKit -[SCNDisplayLink _callbackWithTime:] + 232
frame #23: 0x00000001058f95f8 GPUToolsCore
-[DYDisplayLinkInterposer forwardDisplayLinkCallback:] + 168
框架#24:0x00000001b73da514 QuartzCore CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 632
frame #25: 0x00000001b1acdeb0 IOKit
IODispatchCalloutFromCFMessage + 488
框架#26:0x00000001b0ae96d4 CoreFoundation __CFMachPortPerform + 172
frame #27: 0x00000001b0b12e5c CoreFoundation
__ CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION + 56
框架#28:0x00000001b0b12588 CoreFoundation __CFRunLoopDoSource1 + 444
frame #29: 0x00000001b0b0d45c CoreFoundation
CFRunLoopRun + 2168
帧#30:0x00000001b0b0c8bc CoreFoundation CFRunLoopRunSpecific + 464
frame #31: 0x00000001b0e4c994 Foundation
-[NSRunLoop(NSRunLoop)runMode:beforeDate:] + 228
帧#32:0x00000001c497b214 SceneKit __71-[SCNView(SCNDisplayLink) _initializeDisplayLinkWithCompletionHandler:]_block_invoke + 456
frame #33: 0x00000001c497b45c SceneKit
__ SCNRenderThread_start + 96
帧#34:0x00000001b08b11ec libsystem_pthread.dylib`_pthread_start + 124 答案 0 :(得分:0)
只是想更新我的问题,说这个问题在更新到iOS 13.2后已经解决了。 -谢谢苹果。 :)