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SCNAction playAudio 似乎导致崩溃

[英]SCNAction playAudio seems to cause a crash

我在 SceneKit 中看到了在 iOS 13.1.2 之前没有看到的崩溃。

我已将问题追溯到以下 function 并且无法完全确定导致问题的原因。

如果我注释掉在节点上运行操作的行,一切都很好。

我可以在场景中的其他预先存在的节点上运行 playAudio 操作,但是当我只想使用下面的 function 进行一次性声音播放时,应用程序崩溃了。

所以我的想法是,也许这与我实例化节点的方式有关,但我想不出另一种方法来实例化节点,只是为了在给定的 position 播放声音。

我也尝试过使用回收的音频源,但这没有什么区别。

可能有人知道这段代码中可能发生的事情会导致崩溃吗? 这对我来说并不明显,特别是因为在 iOS 更新之前它已经完美运行。

我在下面包含了后面的跟踪。

非常感谢任何帮助/想法!

周末愉快!

干杯!

func play(sound: String, atPosition: SCNVector3, volume: Float, pitch: Float, loops: Bool, positional: Bool) {

// Sources will be pre-loaded and recycled for the finished app

if let source = SCNAudioSource(fileNamed: "art.scnassets/"+sound)
{
source.volume = volume
source.rate = pitch
source.isPositional = positional
source.shouldStream = false
source.loops = loops
source.load()

let node = SCNNode()

node.name = "oneShot"

node.position = atPosition

scnScene.rootNode.addChildNode(node)

// node.runAction(SCNAction.sequence([SCNAction.playAudio(source, waitForCompletion: true), SCNAction.removeFromParentNode()]))

// This line causes the crash

node.runAction(SCNAction.playAudio(source, waitForCompletion: false))

}

}
  • 线程 #14,名称 = 'com.apple.scenekit.scnview-renderer',队列 = 'com.apple.scenekit.renderingQueue.SCNView0x105a11e90',停止原因 = EXC_BAD_ACCESS(代码=1,地址=0x830b67ea0)
    • 帧#0:0x00000001B08D7030 libobjc.a.dylib AVAudioEngineImpl::AttachNode(AVAudioNode*, bool) + 272 frame #3: 0x00000001bd5b2324 AVFAudio objc_retain + 16 frame #1: 0x00000001bd5a90c4 AVFAudio [avaudioplayernode didattachtoEngine:] AVAudioEngineImpl::AttachNode(AVAudioNode*, bool) + 272 frame #3: 0x00000001bd5b2324 AVFAudio -[AVAudioEngine attachNode:] + 80 帧 #4: 0x00000001c4aea48c SceneKit CPP3DAudioContext::AddVoice(void const*) + 120 frame #5: 0x00000001c4aeacf0 SceneKit CPP3DAAudioEngine::AddVoice(void const*) + 192 帧 #6: C3DNodeAddAudioPlayer + 40 frame #7: 0x00000001c4a07924 SceneKit -[SCNNode addAudioPlayer:] + 132 frame #8: 0x00000001c49325e0 SceneKit SCNCPlaySound::cpp_updateWithTargetForTime(SCNNode*, double) + 96 frame #9: 0x00000001c499c690 SceneKit SCNActionApply + 112 frame #10: 0x00000001c4a2d7a4 SceneKit _applyActions + 236 frame #11: 0x00000001b0a8e1b8 CoreFoundation -[ NSFrozenDictionaryM __apply:context:] + 128 帧 #12: 0x00000001c4a2d5c8 SceneKit C3DAnimationManagerApplyActions + 104 frame #13: 0x00000001c4a173e4 SceneKit C3DAnimationManagerApplyActions + 104 frame #13: 0x00000001c4a173e4 SceneKit [SCNRENDERER _UPDATE:] + 576帧#14:0x0000000001C4A19A04 SECHEKIT- -[SCNRenderer _drawSceneWithNewRenderer:] + 200 frame #15: 0x00000001c4a19fbc SceneKit SceneKit -[SCNRenderer _drawAtTime:] + 616 frame #17: 0x00000001c4ab46b8 SceneKit -[SCNView _drawAtTime:] + 428 frame #18: 0x00000001c497ae38 SceneKit __69-[NSObject(SCN_DisplayLinkExtensions) SCN_setupDisplayLinkWithQueue:]_block_invoke + 56 frame #19: 0x00000001c4a7fe48 SceneKit __36- [SCNDisplayLink _callbackWithTime:]_block_invoke + 64 frame #20: 0x0000000105726c04 libdispatch.dylib _dispatch_client_callout + 16 frame #21: 0x0000000105735888 libdispatch.dylib _dispatch_lane_barrier_sync_invoke_and_complete + 124 frame #22: 0x00000001c4a7fdd8 SceneKit -[SCNDisplayLink _callbackWithTime:] + 232 frame #23: 0x00000001058f95f8 GPUToolsCore -[DYDisplayLinkInterposer forwardDisplayLinkCallback:] + 168 帧 #24: 0x00000001b73da51 4 QuartzCore CA::Display::DisplayLink::dispatch_items(unsigned long long, unsigned long long, unsigned long long) + 632 frame #25: 0x00000001b1acdeb0 IOKit IODispatchCalloutFromCFMessage + 488 帧 #26: 0x00000001b0ae96d4 CoreFoundation __CFMachPortPerform + 172 frame #27: 0x00000001b0b12e5c CoreFoundation __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION + 56 frame #28: 0x00000001b0b12588 CoreFoundation __CFRunLoopDoSource1 + 444 frame #29: 0x00000001b0b0d45c CoreFoundation CFRunLoopRun + 2168 frame #30: 0x00000001b0b0c8bc CoreFoundation CFRunLoopRunSpecific + 464 frame #31: 0x00000001b0e4c994 Foundation -[NSRunLoop(NSRunLoop) runMode:beforeDate:] + 228帧#32:0x00000001c497b214 SceneKit __71-[SCNView(SCNDisplayLink) _initializeDisplayLinkWithCompletionHandler:]_block_invoke + 456 frame #33: 0x00000001c497b45c SceneKit __SCNRenderThread_start + 96 帧#34:0x00000001b08bp11c.

同样在这里,在附加时崩溃,在 -[AVAudioPlayerNode didAttachToEngine:] () 中以 #1 0x00000001af3850c4 结尾的相同堆栈

您找到任何解决方案/原因了吗?

只是想更新我的问题,说这个问题在更新到 iOS 13.2 后已经解决了。 -感谢苹果。 :)

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