Android怪异的AudioTrack崩溃

Dav*_*rra 7 audio android opensl

我是一名Android App开发人员,我遇到了以下崩溃报告(我每天有5/6):

  native: pc 00000000000418e0  /system/lib/libc.so (tgkill+12)
  native: pc 0000000000040d59  /system/lib/libc.so (pthread_kill+32)
  native: pc 000000000001c7eb  /system/lib/libc.so (raise+10)
  native: pc 000000000001999d  /system/lib/libc.so (__libc_android_abort+34)
  native: pc 0000000000017550  /system/lib/libc.so (abort+4)
  native: pc 0000000000008d53  /system/lib/libcutils.so (__android_log_assert+86)
  native: pc 000000000006e2c3  /system/lib/libmedia.so (_ZN7android11ClientProxy13releaseBufferEPNS_5Proxy6BufferE+94)
  native: pc 000000000006c11d  /system/lib/libmedia.so (_ZN7android10AudioTrack13releaseBufferEPKNS0_6BufferE+112)
  native: pc 000000000006c987  /system/lib/libmedia.so (_ZN7android10AudioTrack18processAudioBufferEv+1350)
  native: pc 000000000006d7f3  /system/lib/libmedia.so (_ZN7android10AudioTrack16AudioTrackThread10threadLoopEv+194)
  native: pc 0000000000010079  /system/lib/libutils.so (_ZN7android6Thread11_threadLoopEPv+112)
  native: pc 000000000004065b  /system/lib/libc.so (_ZL15__pthread_startPv+30)
  native: pc 000000000001a021  /system/lib/libc.so (__start_thread+6)
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这些OpenSL函数在JNI世界中被调用.

这些都是存储在堆中的变量:

/* OpenSL ES audio stuff */
SLObjectItf engineObject = NULL;
SLEngineItf engineEngine = NULL;
SLObjectItf outputMixObject = NULL;
SLObjectItf playerObject = NULL;
SLPlayItf   playerPlay = NULL;
SLVolumeItf playerVolume = NULL;
SLAndroidSimpleBufferQueueItf playerBufferQueue = NULL;
char        openSLinited = 0;

int16_t     audioBuffer1[48000];
int16_t     audioBuffer2[48000];
int16_t    *currentAudioBuffer;
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这就是我初始化所有机器的方式:

void Java_com_myapp_myappname_MyActivity_jniOpenSLInit(JNIEnv *env,
                                                       jobject thiz,
                                                       jint freq)
{
    SLresult result;

    // create engine
    result = slCreateEngine(&engineObject, 0, NULL, 0, NULL, NULL);
    assert(SL_RESULT_SUCCESS == result);

    // realize the engine
    result = (*engineObject)->Realize(engineObject, SL_BOOLEAN_FALSE);
    assert(SL_RESULT_SUCCESS == result);

    // get the engine interface, which is needed to create other objects
    result = (*engineObject)->GetInterface(engineObject, SL_IID_ENGINE,
                                           &engineEngine);
    assert(SL_RESULT_SUCCESS == result);

    // create output mix
    result = (*engineEngine)->CreateOutputMix(engineEngine, &outputMixObject,
                                              0, NULL, NULL);
    assert(SL_RESULT_SUCCESS == result);

    // realize the output mix
    result = (*outputMixObject)->Realize(outputMixObject, SL_BOOLEAN_FALSE);
    assert(SL_RESULT_SUCCESS == result);

    SLuint32 SLfreq;
    if (freq == 44100)
        SLfreq = SL_SAMPLINGRATE_44_1;
    else
        SLfreq = SL_SAMPLINGRATE_48;

    SLDataLocator_AndroidSimpleBufferQueue loc_bufq =
        {SL_DATALOCATOR_ANDROIDSIMPLEBUFFERQUEUE, 2};
    SLDataFormat_PCM format_pcm = {SL_DATAFORMAT_PCM, 2, SLfreq,
                                   SL_PCMSAMPLEFORMAT_FIXED_16,
                                   SL_PCMSAMPLEFORMAT_FIXED_16,
                                   SL_SPEAKER_FRONT_LEFT |
                                   SL_SPEAKER_FRONT_RIGHT,
                                   SL_BYTEORDER_LITTLEENDIAN};

    SLDataSource audioSrc = {&loc_bufq, &format_pcm};

    /* configure audio sink */
    SLDataLocator_OutputMix loc_outmix = {SL_DATALOCATOR_OUTPUTMIX,
                                          outputMixObject};
    SLDataSink audioSnk = {&loc_outmix, NULL};

    const SLInterfaceID idsAudioPlayer[2] = {SL_IID_BUFFERQUEUE,
                                             SL_IID_VOLUME };

    const SLboolean reqAudioPlayer[2] = {SL_BOOLEAN_TRUE, SL_BOOLEAN_TRUE };

    result = (*engineEngine)->CreateAudioPlayer(engineEngine, &playerObject,
                                                &audioSrc,
                                                &audioSnk, 2, idsAudioPlayer,
                                                reqAudioPlayer);
    assert(SL_RESULT_SUCCESS == result);

    // realize the player
    result = (*playerObject)->Realize(playerObject, SL_BOOLEAN_FALSE);
    assert(SL_RESULT_SUCCESS == result);

    // get the play interface
    result = (*playerObject)->GetInterface(playerObject, SL_IID_PLAY,
                                           &playerPlay);
    assert(SL_RESULT_SUCCESS == result);

    // get the volume interface
    result = (*playerObject)->GetInterface(playerObject, SL_IID_VOLUME,
                                           &playerVolume);
    assert(SL_RESULT_SUCCESS == result);

    // get the buffer queue interface
    result = (*playerObject)->GetInterface(playerObject, SL_IID_BUFFERQUEUE,
                                           &playerBufferQueue);
    assert(SL_RESULT_SUCCESS == result);

    // register callback on the buffer queue
    result = (*playerBufferQueue)->RegisterCallback(playerBufferQueue,
                                                    audio_player_cb, NULL);
    assert(SL_RESULT_SUCCESS == result);

    // done!
    openSLinited = 1;
}
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这被称为启动机器.

void openSLStart()
{
    bzero(audioBuffer1, 96000);
    bzero(audioBuffer2, 96000);

    if (!openSLinited)
        return;

    (*playerBufferQueue)->Enqueue(playerBufferQueue, audioBuffer1,
                                  4096 * 4);
    (*playerBufferQueue)->Enqueue(playerBufferQueue, audioBuffer2,
                                  4096 * 4);

    currentAudioBuffer = audioBuffer1;

    // set the player's state to playing
    (*playerPlay)->SetPlayState(playerPlay, SL_PLAYSTATE_PLAYING);
}
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这是将新样本排入队列的回调

void audio_player_cb(SLAndroidSimpleBufferQueueItf bq, void *context)
{
    if (!openSLinited)
        return;

    assert(bq == playerBufferQueue);
    assert(NULL == context);

    // switch between audio buffer 1 and 2
    if (currentAudioBuffer == audioBuffer1)
        currentAudioBuffer = audioBuffer2;
    else
        currentAudioBuffer = audioBuffer1;

    // this function read samples (4096 16 bit samples) from an internal buffer
    sound_read_samples(4096, currentAudioBuffer);

    // feed openSL machine
    (*playerBufferQueue)->Enqueue(playerBufferQueue, currentAudioBuffer,
                                  4096 * 2);
}
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最后,这就是OpenSL的终止方式

void Java_com_myfirm_myappname_MyActivity_jniOpenSLTerm(JNIEnv *env,
                                                        jobject thiz)
{
    // shutdown every created object
    if (playerObject)
    {
        // stop the player
        SLresult result = (*playerPlay)->SetPlayState(playerPlay,
                                                      SL_PLAYSTATE_STOPPED);

        if (SL_RESULT_SUCCESS == result)
            utils_log("Player succesfully stopped");

        (*playerObject)->Destroy(playerObject);
        playerObject = NULL;
        playerPlay = NULL;
    }

    if (outputMixObject)
    {
        (*outputMixObject)->Destroy(outputMixObject);
        outputMixObject = NULL;
    }

    if (engineObject)
    {
        (*engineObject)->Destroy(engineObject);
        engineObject = NULL;
    }

    openSLinited = 0;

    utils_log("OpenSLTerm complete");
}
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我无法在我的手机和模拟器上重现......它永远不会以这种方式崩溃.

我没有关于如何解决这个问题的想法.有人可以帮助我摆脱这次崩溃吗?

10月8日更新

我试图按照建议删除日志.崩溃仍然存在.

这个问题会影响Android 6.0,7.0和7.1(至少,我没有针对不同版本的报告)

10月9日更新

按照Amjad Khan的要求:

这是生成库的Android.mk

LOCAL_PATH := $(call my-dir)

include $(CLEAR_VARS)

LOCAL_MODULE    := libmyapp-jni
LOCAL_SRC_FILES := src.c src2.c src3.c 
LOCAL_LDLIBS := -llog -landroid -ljnigraphics -lGLESv2 -lOpenSLES
LOCAL_CFLAGS += -O3 -DNDEBUG

include $(BUILD_SHARED_LIBRARY)
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这是运行以构建库的命令(生成所有ABI)

/cygdrive/c/Android/ndk/ndk-build.cmd NDK_DEBUG=0 APP_BUILD_SCRIPT=./Android.mk NDK_PROJECT_PATH=. 
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先感谢您.

Amj*_*han 1

我已经看到了崩溃,它与我的崩溃相同,这是由于 android 日志生成的,最近我上传了 apk 并发现了相同的跟踪。

  native: pc 0000000000048793  /system/lib/libc.so (pthread_kill+34)
  native: pc 000000000001d5d5  /system/lib/libc.so (raise+10)
  native: pc 0000000000019111  /system/lib/libc.so (__libc_android_abort+34)
  native: pc 0000000000017174  /system/lib/libc.so (abort+4)
  native: pc 000000000000c481  /system/lib/libcutils.so (__android_log_assert+112)
  native: pc 0000000000025595  /system/lib/libhwui.so
  native: pc 00000000000270d1  /system/lib/libhwui.so
  native: pc 000000000002b959  /system/lib/libhwui.so (_ZN7android10uirenderer12renderthread12RenderThread10threadLoopEv+80)
  native: pc 000000000000e35d  /system/lib/libutils.so (_ZN7android6Thread11_threadLoopEPv+140)
  native: pc 000000000006830b  /system/lib/libandroid_runtime.so (_ZN7android14AndroidRuntime15javaThreadShellEPv+102)
  native: pc 0000000000048263  /system/lib/libc.so (_ZL15__pthread_startPv+22)
  native: pc 0000000000019b5d  /system/lib/libc.so (__start_thread+6)
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这个回溯是我最近的更新,所以我正在我的本机文件中进行 android 日志打印。

__android_log_print(ANDROID_LOG_ERROR, "TRACKERS", "%s", Str);
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我正在使用日志打印我的数据,以检查上传时是否得到了回溯,因此我删除了本机和从本机调用的 java 函数中的所有日志。

然后,在我完成干净的构建并上传后,所以在最新的构建中它直到现在才生成超过 5 个构建上传

Android 特定的日志支持

包含应用程序可用于从本机代码向内核发送日志消息的各种定义。有关这些定义的更多信息,请参阅 中的注释。

您可以编写自己的包装宏来访问此功能。如果您希望执行日志记录,您的本机模块应链接到/system/lib/liblog.so。通过在 Android.mk 文件中包含以下行来实现此链接:

LOCAL_LDLIBS := -llog

在这里你将找到轻松找出本机错误的方法