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android - AudioTrack: play() 在未初始化的 AudioTrack 上调用

转载 作者:塔克拉玛干 更新时间:2023-11-02 19:00:40 50 4
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我正在试验 AudioTrack 类。基本上,当用户触摸屏幕上的特定对象时,我的应用程序必须发出声音。我用过 this example作为指南。
我的应用程序似乎可以正常运行,但通常在触摸屏幕大约一分钟后就会崩溃:

07-02 20:40:53.459: E/AndroidRuntime(11973): FATAL EXCEPTION: Thread-10
07-02 20:40:53.459: E/AndroidRuntime(11973): java.lang.IllegalStateException: play() called on uninitialized AudioTrack.
07-02 20:40:53.459: E/AndroidRuntime(11973): at android.media.AudioTrack.play(AudioTrack.java:824)
07-02 20:40:53.459: E/AndroidRuntime(11973): at com.mysounds_experimental.SoundThread.playSound(SoundThread.java:108)
07-02 20:40:53.459: E/AndroidRuntime(11973): at com.mysounds_experimental.SoundThread.run(SoundThread.java:69)

生成声音的类中的方法

public void initAudioTrack() {
int bufferSize = AudioTrack.getMinBufferSize(sampleRate
, AudioFormat.CHANNEL_CONFIGURATION_MONO, AudioFormat.ENCODING_PCM_16BIT);

audioTrack = new AudioTrack(
AudioManager.STREAM_MUSIC
, sampleRate
, AudioFormat.CHANNEL_CONFIGURATION_MONO
, AudioFormat.ENCODING_PCM_16BIT
, bufferSize
, AudioTrack.MODE_STREAM);
}

private void playSound(){
audioTrack.write(generatedSnd, 0, numSamples);
audioTrack.play();
}

public void stopPlaying() {
audioTrack.flush();
audioTrack.stop();
audioTrack.release();
}

@Override
public void run() {
while (mRun) {
try{
Thread.sleep(200);
while(soundCycle){
if(freqOfTone != -1f) {
generateTone();
playSound();
Thread.sleep(200);
}
}
} catch(InterruptedException e){
// soundCycle = false;
// soundPool.stop(BEEP);
}
}
}

这是我的线程使用的自定义 View 中的方法

@Override
public boolean onTouchEvent(final MotionEvent ev) {
int currentXPosition = (int) ev.getX();
int currentYPosition = (int) ev.getY();

if(ev.getX() < smBitmap.getWidth())
if(ev.getY() < smBitmap.getHeight()){
tempCol = smBitmap.getPixel(currentXPosition, currentYPosition);
}

final int action = ev.getAction();

switch (action & MotionEvent.ACTION_MASK) {

case MotionEvent.ACTION_DOWN: {

sThread.freqOfTone = getFreqPreset(tempCol);
if(col != tempCol){
// sThread.initAudioTrack();
sThread.interrupt();
if(shouldInit) {
shouldInit = false;
sThread.initAudioTrack();
}
sThread.soundCycle = true;
col = tempCol;
invalidate();
}
break;
}

case MotionEvent.ACTION_MOVE: {
sThread.freqOfTone = getFreqPreset(tempCol);

if (tempCol == -1 || tempCol == 0) {
sThread.soundCycle = false;
shouldInit = true;
// sThread.stopPlaying();
sThread.interrupt();
invalidate();
} else {
if(col != tempCol){
sThread.interrupt();
col = tempCol;
invalidate();
}else {
sThread.soundCycle = true;
col = tempCol;
invalidate();
}
}
break;
}// case ACTION_MOVE

case MotionEvent.ACTION_UP: {
sThread.soundCycle = false;
shouldInit = true;
// sThread.stopPlaying();
sThread.interrupt();
col = -1;
mActivePointerId = INVALID_POINTER_ID;
break;
}// case ACTION_UP

}

return true;
}

知道为什么会这样吗?

最佳答案

为什么要注释掉 stopPlaying() 方法?

您只能创建 32 个音轨。如果你想要更多,你应该调用 release() 方法。

关于android - AudioTrack: play() 在未初始化的 AudioTrack 上调用,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/11298949/

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