应用程序启动时recordingCallback()的间歇性崩溃

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); 

它位于ofxiPhoneSoundStream.m较大的函数内

 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);进行音频设置ofSoundStreamSetup(0, 1, this, 44100, 256, 4);setup()

在模拟器中,这种崩溃发生在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 () 

然后是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 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);

添加:

Gameplay::listen()只是一个最大/最小跟踪器 – 它曾经做过更多,但我意识到这些function更好地转移到audioRecieved() 。 实际上, 没有其他代码调用此函数:

 void Gameplay::listen() { // track extremes for XML purpose if (pitchAvg > move.highestPitch) move.highestPitch = pitchAvg; if ((pitchAvg  move.loudestVol) move.loudestVol = ampAvg; if ((ampAvg  0.15) move.softestVol = ampAvg; } 

读取堆栈跟踪并转到它告诉您的位置。

 #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 

在我的该文件副本中,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 

在文件的其他地方查找, basic_string的析构函数调用该方法来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; 很多东西在C ++和Objective-C中的工作方式不同。

如果你向我们展示recordingCallback的代码,我们可以告诉你更多,确保包含该文件的第143行(再次,看看堆栈跟踪我为什么指向那里)。