我的 iOS 应用程序(使用 openFrameworks)在此行启动时有 30-40% 的时间崩溃:
if(soundInputPtr!=NULL) soundInputPtr->audioIn(tempBuffer, ioData->mBuffers[i].mDataByteSize/2, 1);
这是在更大的功能内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);
in进行音频设置setup()
。
在模拟器中,这种崩溃发生的概率为 100%。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 ()
进而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,还有:if(soundInputPtr!=NULL) soundInputPtr->audioIn(tempBuffer, ioData->mBuffers[i].mDataByteSize/2, 1);
添加:
Gameplay::listen()
只是一个最大/最小跟踪器——它曾经做得更多,但我意识到这些功能最好移到audioRecieved()
. 事实上,没有其他代码调用这个函数:
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;
}