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ios - NaN 会导致这个核心音频 iOS 应用程序偶尔崩溃吗?

转载 作者:塔克拉玛干 更新时间:2023-11-02 21:05:38 31 4
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我的第一个应用合成 music audio from a sine look-up table使用自 iOS 6 以来不推荐使用的方法。我刚刚修改它以解决关于 AudioSessionhelped by this blog 的警告以及关于 AVFoundationFramework 的 Apple 指南。 Audio Session 警告现已得到解决,应用程序可以像以前一样生成音频。它目前在 iOS 9 下运行。

但是,该应用偶尔会无故崩溃。我查看了this SO post但它似乎处理的是访问而不是生成原始音频数据,所以它可能不是在处理时间问题。我怀疑存在缓冲问题,但在更改或微调代码中的任何内容之前,我需要了解这可能是什么。

我有最后期限向用户提供修改后的应用程序,因此我非常感谢收到处理过类似问题的人的来信。

问题来了。该应用在模拟器报告中进入调试状态:

com.apple.coreaudio.AQClient (8):EXC_BAD_ACCESS (code=1, address=0xffffffff10626000)

在调试导航器中,线程 8 (com.apple.coreaudio.AQClient (8)) 报告:

    0 -[Synth fillBuffer:frames:]
1 -[PlayView audioBufferPlayer:fillBuffer:format:]
2 playCallback

fillBuffer 中的这行代码被高亮显示

    float sineValue = (1.0f - b)*sine[a] + b*sine[c];

... audioBufferPlayer 中的这行代码也是如此

    int packetsWritten = [synth fillBuffer:buffer->mAudioData frames:packetsPerBuffer];

...和播放回调

    [player.delegate audioBufferPlayer:player fillBuffer:inBuffer format:player.audioFormat];

这里是 audioBufferPlayer 的代码(委托(delegate),与 above 中的演示基本相同)。

    - (void)audioBufferPlayer:(AudioBufferPlayer*)audioBufferPlayer fillBuffer:(AudioQueueBufferRef)buffer format:(AudioStreamBasicDescription)audioFormat            
{
[synthLock lock];
int packetsPerBuffer = buffer->mAudioDataBytesCapacity / audioFormat.mBytesPerPacket;
int packetsWritten = [synth fillBuffer:buffer->mAudioData frames:packetsPerBuffer];
buffer->mAudioDataByteSize = packetsWritten * audioFormat.mBytesPerPacket;
[synthLock unlock];

}

...(在 myViewController 中初始化)

- (id)init
{
if ((self = [super init])) {
// The audio buffer is managed (filled up etc.) within its own thread (Audio Queue thread)
// Since we are also responding to changes from the GUI, we need a lock so both threads
// do not attempt to change the same value independently.

synthLock = [[NSLock alloc] init];

// Synth and the AudioBufferPlayer must use the same sample rate.

float sampleRate = 44100.0f;

// Initialise synth to fill the audio buffer with audio samples.

synth = [[Synth alloc] initWithSampleRate:sampleRate];

// Initialise note buttons

buttons = [[NSMutableArray alloc] init];

// Initialise the audio buffer.

player = [[AudioBufferPlayer alloc] initWithSampleRate:sampleRate channels:1 bitsPerChannel:16 packetsPerBuffer:1024];
player.delegate = self;
player.gain = 0.9f;
[[AVAudioSession sharedInstance] setActive:YES error:nil];

}
return self;
} // initialisation

... 和 playCallback

static void playCallback( void* inUserData, AudioQueueRef inAudioQueue, AudioQueueBufferRef inBuffer)
{
AudioBufferPlayer* player = (AudioBufferPlayer*) inUserData;
if (player.playing){
[player.delegate audioBufferPlayer:player fillBuffer:inBuffer format:player.audioFormat];
AudioQueueEnqueueBuffer(inAudioQueue, inBuffer, 0, NULL);
}
}

...这里是用于合成音频的 fillBuffer 的代码

- (int)fillBuffer:(void*)buffer frames:(int)frames
{
SInt16* p = (SInt16*)buffer;

// Loop through the frames (or "block size"), then consider each sample for each tone.

for (int f = 0; f < frames; ++f)
{
float m = 0.0f; // the mixed value for this frame

for (int n = 0; n < MAX_TONE_EVENTS; ++n)
{
if (tones[n].state == STATE_INACTIVE) // only active tones
continue;

// recalculate a 30sec envelope and place in a look-up table
// Longer notes need to interpolate through the envelope

int a = (int)tones[n].envStep; // integer part (like a floored float)
float b = tones[n].envStep - a; // decimal part (like doing a modulo)

// c allows us to calculate if we need to wrap around

int c = a + 1; // (like a ceiling of integer part)
if (c >= envLength) c = a; // don't wrap around

/////////////// LOOK UP ENVELOPE TABLE /////////////////

// uses table look-up with interpolation for both level and pitch envelopes
// 'b' is a value interpolated between 2 successive samples 'a' and 'c')
// first, read values for the level envelope

float envValue = (1.0f - b)*tones[n].levelEnvelope[a] + b*tones[n].levelEnvelope[c];

// then the pitch envelope

float pitchFactorValue = (1.0f - b)*tones[n].pitchEnvelope[a] + b*tones[n].pitchEnvelope[c];

// Advance envelope pointer one step

tones[n].envStep += tones[n].envDelta;

// Turn note off at the end of the envelope.
if (((int)tones[n].envStep) >= envLength){
tones[n].state = STATE_INACTIVE;
continue;
}

// Precalculated Sine look-up table
a = (int)tones[n].phase; // integer part
b = tones[n].phase - a; // decimal part
c = a + 1;
if (c >= sineLength) c -= sineLength; // wrap around

///////////////// LOOK UP OF SINE TABLE ///////////////////

float sineValue = (1.0f - b)*sine[a] + b*sine[c];

// Wrap round when we get to the end of the sine look-up table.

tones[n].phase += (tones[n].frequency * pitchFactorValue); // calculate frequency for each point in the pitch envelope
if (((int)tones[n].phase) >= sineLength)
tones[n].phase -= sineLength;

////////////////// RAMP NOTE OFF IF IT HAS BEEN UNPRESSED

if (tones[n].state == STATE_UNPRESSED) {
tones[n].gain -= 0.0001;
if ( tones[n].gain <= 0 ) {
tones[n].state = STATE_INACTIVE;
}
}

//////////////// FINAL SAMPLE VALUE ///////////////////

float s = sineValue * envValue * gain * tones[n].gain;

// Clip the signal, if needed.

if (s > 1.0f) s = 1.0f;
else if (s < -1.0f) s = -1.0f;

// Add the sample to the out-going signal
m += s;
}

// Write the sample mix to the buffer as a 16-bit word.
p[f] = (SInt16)(m * 0x7FFF);
}
return frames;
}

我不确定这是否是一个转移注意力的问题,但我在几个调试寄存器中遇到了 NaN。它似乎是在计算 fillBuffer 中正弦查找的相位增量时发生的(见上文)。该计算以 44.1 kHz 的采样率对每个样本进行多达十几个部分的计算,并在 iPhone 4 上的 iOS 4 中运行。我在 iOS 9 的模拟器上运行。我所做的唯一更改在这篇文章中进行了描述!

最佳答案

事实证明,我的 NaN 问题与 Core Audio 没有直接关系。这是由我的代码的另一个区域的更改引入的边缘条件引起的。真正的问题是在实时计算声音包络的持续时间时试图除以零。

但是,在尝试确定该问题的原因时,我确信我的 iOS 7 之前的 Audio Session 已被基于 AVFoundation 的工作设置所取代。感谢我的初始代码来源 Matthijs Hollemans还有Mario Diana其博客解释了所需的更改。

起初,我的 iPhone 上的音量明显低于模拟器上的音量,解决了这个问题 here由类型转换厂。我发现有必要通过替换 Mario 的

来包含这些改进
    - (BOOL)setUpAudioSession

与类型转换厂的

    - (void)configureAVAudioSession

希望这对其他人有帮助。

关于ios - NaN 会导致这个核心音频 iOS 应用程序偶尔崩溃吗?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/37692276/

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