我的iOS应用程序(使用openFrameworks)在此行上启动时会有30-40%的时间崩溃:
if(soundInputPtr!=NULL) soundInputPtr->audioIn(tempBuffer, ioData->mBuffers[i].mDataByteSize/2, 1);
位于ofxiPhoneSoundStream.m
static OSStatus recordingCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
我正在使用ofSoundStreamSetup(0, 1, this, 44100, 256, 4);
中的setup()
进行音频设置。
在模拟器中,此崩溃发生在100%的时间。任何想法(a)发生了什么或(b)如何调试它?
更新:堆栈跟踪:
Thread 11 AURemoteIO::IOThread, Queue : (null)
#0 0x00008ff2 in Gameplay::listen() at /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.3.sdk/usr/include/c++/4.2.1/bits/basic_string.h:238
#1 0x003178bc in recordingCallback(void*, unsigned long*, AudioTimeStamp const*, unsigned long, unsigned long, AudioBufferList*) at /Developer/of_007_iphone/libs/openFrameworks/sound/ofxiPhoneSoundStream.mm:143
#2 0x019447e4 in AUIOHelper::NotifyInputAvailable(AudioTimeStamp const&, unsigned long, AudioBufferList const&) ()
#3 0x0192baf1 in AURemoteIO::PerformIO(unsigned int, unsigned int, XAudioTimeStamp const&, XAudioTimeStamp const&, int&) ()
#4 0x0192bbc1 in AURIOCallbackReceiver_PerformIO ()
#5 0x0191b3bf in _XPerformIO ()
#6 0x01861c11 in mshMIGPerform ()
#7 0x018e4180 in MSHMIGDispatchMessage ()
#8 0x019297ba in AURemoteIO::IOThread::Run() ()
#9 0x0192e8e1 in AURemoteIO::IOThread::Entry(void*) ()
#10 0x01836972 in CAPThread::Entry(CAPThread*) ()
#11 0x97bf7259 in _pthread_start ()
#12 0x97bf70de in thread_start ()
然后Thread 11 AURemoteIO::IOThread: Program received signal: "EXC_BAD_ACCESS"
根据要求,recordingCallback()
:
static OSStatus recordingCallback(void *inRefCon,
AudioUnitRenderActionFlags *ioActionFlags,
const AudioTimeStamp *inTimeStamp,
UInt32 inBusNumber,
UInt32 inNumberFrames,
AudioBufferList *ioData) {
AudioBufferList list;
// redundant
list.mNumberBuffers = 1;
list.mBuffers[0].mData = sampleBuffer;
list.mBuffers[0].mDataByteSize = 2 * inNumberFrames;
list.mBuffers[0].mNumberChannels = 1;
ioData = &list;
//printf("No buffers: %d, buffer length: %d bus number: %d\n", ioData->mNumberBuffers, ioData->mBuffers[0].mDataByteSize, inBusNumber);
// Then:
// Obtain recorded samples
OSStatus status = AudioUnitRender(audioUnit, ioActionFlags, inTimeStamp, 1, inNumberFrames, ioData);
checkStatus(status);
if(status!=noErr) return status;
if(ioData->mNumberBuffers>0) {
int i = 0;
short int *buffer = (short int *) list.mBuffers[i].mData;
for(int j = 0; j < ioData->mBuffers[i].mDataByteSize/2; j++) {
// go through each sample and turn it into a float
tempBuffer[j] = (float)buffer[j]/32767.f;
}
done = true;
// THIS LINE IS LINE 143
if(soundInputPtr!=NULL) soundInputPtr->audioIn(tempBuffer, ioData->mBuffers[i].mDataByteSize/2, 1);
}
return noErr;
}
上面标记的第143行,也是:if(soundInputPtr!=NULL) soundInputPtr->audioIn(tempBuffer, ioData->mBuffers[i].mDataByteSize/2, 1);
加了:
Gameplay::listen()
只是一个最大/最小跟踪器 - 它过去做得更多,但我意识到这些功能最好转移到audioRecieved()
。事实上,没有其他代码正在调用此函数:
void Gameplay::listen() {
// track extremes for XML purpose
if (pitchAvg > move.highestPitch) move.highestPitch = pitchAvg;
if ((pitchAvg < move.lowestPitch) && pitchAvg != 0) move.lowestPitch = pitchAvg;
if (ampAvg > move.loudestVol) move.loudestVol = ampAvg;
if ((ampAvg < move.softestVol) && ampAvg > 0.15) move.softestVol = ampAvg;
}
答案 0 :(得分:1)
阅读堆栈跟踪并转到它告诉你的地方。
#0 0x00008ff2 in Gameplay::listen() at /Developer/Platforms/iPhoneSimulator.platform/Developer/SDKs/iPhoneSimulator4.3.sdk/usr/include/c++/4.2.1/bits/basic_string.h:238
在我的文件副本中,该代码如下所示:
void _M_dispose(const _Alloc& __a) { #ifndef _GLIBCXX_FULLY_DYNAMIC_STRING if (__builtin_expect(this != &_S_empty_rep(), false)) #endif if (__gnu_cxx::__exchange_and_add_dispatch(&this->_M_refcount, -1) <= 0) //Line 238: _M_destroy(__a); } // XXX MT
查看文件中的其他位置,basic_string
的析构函数调用该方法以释放字符串的私有存储(_M_rep()
)。
对于Objective-C对象,像这样的崩溃通常表示对象本身(在本例中为字符串)被破坏,通常是通过过度释放它。但我不知道C ++对象的适用性如何;很多事情在C ++和Objective-C中的工作方式不同。
如果您向我们展示recordingCallback
的代码,我们可以告诉您更多信息,确保包含该文件的第143行(再次,请参阅堆栈跟踪了解我为什么指向那里)。