由于某种原因,我不确定为什么,我的应用程序总是在OALAudioTrack对象的fadeTo方法上崩溃。
我有三个不同的OALAudioTrack对象,它们都在一个数组中,如果给定值不同,我只需要更改一个OALAudioTrack对象。当值不同时,我需要淡出一个OALAudioTrack对象,然后淡入新的OALAudioTrack对象,并替换数组中的OALAudioTrack对象,但我不能这样做,因为它在第一次淡出(到0.0f)时总是崩溃。当应用程序崩溃时,它总是崩溃在同一行上,这是在OALActionManager.m第159行(Thread= NSUInteger indexOfObject:action.target;),错误是“Thread1 EXE_BAD_ACCESS”。在做淡入淡出之前有什么我必须做的吗,任何帮助都会非常感谢,因为我已经看了一天多了,我似乎无法克服这个错误。我使用的代码如下:
if ([[self.soundScapes objectAtIndex:i] isKindOfClass:[OALAudioTrack class]])
{
[self.tmpSoundScapes removeAllObjects];
[self.tmpSoundScapes addObject:[fnArr objectAtIndex:i]];
[self.tmpSoundScapes addObject:[NSNumber numberWithInt:i]];
OALAudioTrack *currentTrack = [self.soundScapes objectAtIndex:i];
if ([currentTrack playing])
{
NSLog(@"is playing");
[currentTrack stopFade];
//This is where the app crashes
[currentTrack fadeTo:0.0 duration:1.5 target:self selector:@selector(onFadeComplete:)];
}
}
-(void)onFadeComplete:(id)sender
{
NSLog(@"fade complete");
NSString *fn = [self.tmpSoundScapes objectAtIndex:0];
int i = [[self.tmpSoundScapes objectAtIndex:1] intValue];
OALAudioTrack *currentTrack = [self.soundScapes objectAtIndex:i];
[currentTrack stop];
currentTrack = nil;
OALAudioTrack* track = [OALAudioTrack track];
[track preloadFile:fn];
track.autoPreload = YES;
track.numberOfLoops = -1; // Loop forever when playing.
track.gain = 0.0f; // volume
[track play];
[self.soundScapes replaceObjectAtIndex:i withObject:track];
[self.soundScapesFiles replaceObjectAtIndex:i withObject:fn];
int timer;
if (i==1)
timer = 10.0f;
else if (i==2)
timer = 25.0f;
else
timer = 0.5f;
// [self performSelector:@selector(onPlayScoundScape:) withObject:[NSNumber numberWithInt:i] afterDelay:timer];
[track fadeTo:1.0f duration:timer target:self selector:@selector(onPlayScoundScape:)];
}发布于 2012-09-09 18:47:49
崩溃的部分是"action.target“。"target“是一个弱引用,所以如果你的跟踪在动作结束前释放,它将崩溃。
我怀疑,在某个时刻,您的代码正在使用其他方法从self.soundScapes中删除轨迹,或者正在对onFadeComplete进行另一个调用,在轨迹淡入淡出完成之前生成相同的索引(从而驱逐当前淡入淡出的轨迹)。
https://stackoverflow.com/questions/10847167
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