I am just about ready to release my first little game with my game engine. However, through having some people test it, we found that the call to acquire the pointer to the AudioEngine interface fails for one of my testers.
The call works fine for me on both my desktop and my laptop, and it works fine on tester 2's computer. However, tester 1's computer will not succeed on the call.
By "fails" I mean it throws an exception which I am handling with a try/catch block. The "what" of the exception just tells me "AudioEngine" so no help there. He has a heavily customized computer which utilizes two graphics cards which are not linked and handle separate tasks. He uses the same Virtual Audio Cable set up that I have on my Desktop (used to separate voice sources for easier video editing re: streaming/game recording).
If anyone has any clue what might cause this call to fail, we would greatly appreciate the information. Please let me know if you require any additional information. Code for initialization is below:
//aud engine declaration is in the header for the class
unique_ptr<AudioEngine> audEngine;
//function being called
bool AudioEngineClass::InitializeAudioEngine()
{
//Call this to create the DXTK Audio Engine
//Setup flags:
AUDIO_ENGINE_FLAGS eflags = AudioEngine_Default;
eflags = eflags | AudioEngine_EnvironmentalReverb | //Enables environmental reverb for 3D (required for 3D audio)
AudioEngine_ReverbUseFilters | //Enables additional features for 3D positional audio reverb
AudioEngine_UseMasteringLimiter; //Enables a mastering volume limiter to avoid distortion and clipping with 3D audio.
//MessageBox(NULL, "Attempting to assign AudioEngine Pointer", "AudioEngine.InitializeAudioEngine", MB_OK);
try
{
audEngine = make_unique<AudioEngine>(eflags);
}
catch(exception& e)
{
//Tester 1 falls into this
string exceptionStr = e.what();
string outputStr = "Failed to Initialize Audio Engine. Exception: \n";
outputStr += exceptionStr;
MessageBox(NULL, outputStr.c_str(), "AudioEngine.InitializeAudioEngine", MB_OK);
}
//MessageBox(NULL, "Got past AudioEngine Pointer Assignment", "AudioEngine.InitializeAudioEngine", MB_OK);
if (!audEngine)
{
//failed to create audio engine.
initialized = false;
}
else
{
initialized = true;
}
return initialized;
}
UPDATE: Been trying stuff all day with no luck so far.
-Had Tester download the June 2010 DirectX DLLs and install them and restart their computer.
-Had them update all of their drivers.
-Had them check their System folder (all XAudio2_#.dll files are present).
-They have Windows 10
I'm using cocoalibspotify for a Spotify iOS app.
At one point in my app, I'm creating a new playlist and add a number of tracks to the playlist. When doing so, I'm getting a crash since the created playlist instance seem to have been deallocated.
This is what the code looks like:
[[[SPSession sharedSession] userPlaylists]
createPlaylistWithName:playlistName
callback:^(SPPlaylist *createdPlaylist) {
if (createdPlaylist) {
[SPAsyncLoading waitUntilLoaded:createdPlaylist
then:^(NSArray *playlists) {
// Load all tracks using the URI's and add them to the playlist
SPPlaylist *playlist = [playlists objectAtIndex:0];
for (NSString *trackUri in trackUris) {
[[SPSession sharedSession]
trackForURL:[NSURL URLWithString:trackUri]
callback:^(SPTrack *track) {
if (track != nil) {
[SPAsyncLoading
waitUntilLoaded:track
then:^(NSArray *tracks) {
[playlist addItems:tracks atIndex:0 callback:NULL];
}];
}
}];
}
}];
}}];
This is the log message:
*** -[SPPlaylistCallbackProxy playlist]: message sent to deallocated instance 0x100e0120
I've tried retaining the playlist in my class, but I'm still getting the same problem. Am I missing something obvious here?
Bonus question: After having created a playlist or loaded a track (i.e. using -trackForURL:callback), do I have to use SPAsyncLoading, or is the object always already loaded?
(Note: I'm using ARC in my project.)
EDIT: I ran Zombies in instruments to see what was going on and got the following result when it crashed:
If you have an object (SPTrack, etc), you can add it to a playlist without waiting for it to load since loading only deals with metadata. You might want to wait for the playlist to load so you know the indexes you're using are correct (although, in this case 0 will always be valid).
Looking into the meat of your question now. It's most likely a bug in CocoaLibSpotify - your code looks fine.
First off, I should mention that this is my first post on this site. I am trying to teach myself to program iOS and in my google searches for answers I find that I'm constantly directed here. So thank you to all who have contribute here. You have help me a ton already.
I have been going through the Stanford CS193P class and LOVE it. But I'm stuck right now and not sure where to turn.
My problem has been with the UIManagedDocument.
I tired to make a simple app to test my new skills. This is what it does:
A simple accounting app that tracks individual contributions to a fundraising event.
I have a UITabBar that on each tab allows you to:
1. Track the participants (Players) - This will connect to the address book and allow you to add them or just keep them in this app.
2. Manage the events (Events) - You can add, edit or delete events that you will then add participants to and then be able to add what they brought (Bank) in on that event.
3. Settings. - I've added some buttons just to help me figure stuff out now including a reset button that clears all data and a "dummy data" button.
I have three coreData Entities. Players, Events and Bank each with relationships with the other two.
When I first tried to make this app (pre iOS5) I used the appDelegate to create my ManagedObjectContext and pass it around to my viewControllers. That worked. But now I'm supposed to use the UIManagedObjectDocument and not use the AppDelegate. I believe I understand the principle and the integration to iCloud. (I could be wrong)
Using the examples from the class and what I could find online I made a helper class that will provide the first of each of my ViewControllers within my UINavigationControllers the ManagedDocument.
+ (UIManagedDocument *)sharedManagedDocument
{
static UIManagedDocument *sharedDocument = nil;
NSURL *url = [[[NSFileManager defaultManager] URLsForDirectory:NSDocumentDirectory inDomains:NSUserDomainMask] lastObject];
url = [url URLByAppendingPathComponent:#"DefaultAppDatabase"];
// url is "<Documents Directory>/<DefaultAppDatabase>"
// Create the shared instance lazily upon the first request.
if (sharedDocument == nil) {
sharedDocument = [[UIManagedDocument alloc] initWithFileURL:url];
}
if (sharedDocument.fileURL != url) {
UIManagedDocument *newDocument = [[UIManagedDocument alloc] initWithFileURL:url];
sharedDocument = newDocument;
}
NSLog(#"SharedDocument: %#", sharedDocument);
return sharedDocument;
}
I then had that first ViewController open the document and perform the fetch.
From there I pass whatever NSManagedObject is selected to the next ViewController through the segue.
The problems are when I get to adding or reseting the data. (I'm assuming that if I can get it to work with the "dummy data" button I can get it to work on an individual entry) When I press the "Reset" or "Dummy" button my logs tell me that it was pushed but I don't see any change in the data until I restart the app. Then it shows up perfectly. My guess is I'm not saving the file correctly or I'm not refreshing the tableViews correctly. I made a small attempt at using NSNotification but didn't go to far into it since I couldn't get it to respond to anything. I'm happy to go back down that road if I need to.
This is my save method... pretty much just copied from the default coreData appDelegate.
- (void)saveContext
{
NSError *error = nil;
NSManagedObjectContext *managedObjectContext = self.appDatabase.managedObjectContext;
if (managedObjectContext != nil)
{
if ([managedObjectContext hasChanges] && ![managedObjectContext save:&error])
{
/*
Replace this implementation with code to handle the error appropriately.
abort() causes the application to generate a crash log and terminate. You should not use this function in a shipping application, although it may be useful during development.
*/
NSLog(#"Unresolved error %#, %#", error, [error userInfo]);
abort();
}
}
[self.appDatabase saveToURL:self.appDatabase.fileURL
forSaveOperation:UIDocumentSaveForOverwriting
completionHandler:^(BOOL success){
if(!success) NSLog(#"failed to save document %#", self.appDatabase.localizedName);
if(success) NSLog(#"Success: save document %#", self.appDatabase.localizedName);
}];
}
Paul, the instructor from CS193P, suggested in Assignment 6 to use a helper method to pass around the UIManagedDocument through a block. I get the theory behind blocks but haven't completely wrapped my head around them so I haven't ruled out that my answer may lie there as well.
Thank you so much for any help or pointing me in the right direction to do more research. Sorry this post is so long, I was trying to be as clear as I can.
I was over thinking the whole thing. Alan asked my question perfectly in this post:
How do I create a global UIManagedDocument instance per document-on-disk shared by my whole application using blocks?
The question and the answers cleared everything up.
Thanks
I have a table view showing records
When user taps ona record I need to show the details of that record
The detail shown also includes an image that I need to download from awebserver ( GIF ) file
NSURLConnection *connection = [[NSURLConnection alloc] initWithRequest:request delegate:self];
[connection release];
[request release];
NSData *imageData = [NSData dataWithContentsOfURL:url];
The problem is the last line where it takes some time to download the image
I am wondering what the possible options should be / can be done
I know the initWithRequest is aynchronous - but the call to dataWithContentsofUrl is right in the main path - so user experiences a wait time of more than a second
Is there a way that I could possibly have the dataWithContentsofUrl pushed into some other method that is called asynchronously
If thats possible I could look at showing a spinner or "please wait...." while the image loads
The other option I am thinking of is :
Should I have the images saved on the server in a zipped format ?
and then unzip ?
will it be faster ?
has anyone tried it before ?
or does anyone have a better option ?
I am not looking for spoon feeding but would like to hear your ideas please!
I see this issue only on the iPad. The same things works as expected on the iPhone.
I am opening the URL from my application in a UIWebView. If the URL is a normal web page, it works fine as expected. But if the URL is that of a remote video/audio file, the UIWebView opens the default player which is again good.
Now when I dismiss the UIWebView (by clicking on the Done button on the player), the streaming doesn't stop and the audio/video keeps playing in the background (I cannot see it but it does keep playing in the background, can hear it). The UIViewController in which the webview was created is also dealloced (I put in a log statement in the dealloc method) but the streaming doesn't stop.
Can someone please help me out on why this could be happening? And how can I stop the audio/video streaming when the UIWebView is closed?
Thanks.
I have the same issue as stated but in this case the video that won't stop playing is a Youtube video embeded using the object/embed method.
I spent a long time trying to figure out how to get the video to stop playing and the only solution I found was to tell the UIWebView to load a blank page before dismissing the view:
[self.webContent loadRequest:NSURLRequestFromString(#"about:blank")];
Edit(2015-05-12): As mentioned by #chibimai below, this answer by alloc_iNit works along the same lines but since my answer is from 5 years ago -- and his only 4 -- the linked answer may be more applicable. I no longer do iPhone dev work so I cannot determine which is better either way.
I also found this behaviour simply because the web view hadn't been released.
I know this is pretty old thread, but for the sake of new developers like me.
My scenario was: I was using split controller, with media list on master and player in the detail controller section
I faced the same issue and tried all sorts of workaround.
I finally figured it out that the problem was simple, I was holding the reference of the detail controller in my master, and was not releasing the earlier detail controller. A simple release in the master at the right place solved the issue.
I'm working on the same problem. I've found that if you define something like this in your script tag:
function stopVideo(){ video.pause(); }
window.onunload = stopVideo;
Then in your UIViewController, add in:
-(void)viewWillDisappear:(BOOL)animated{
[webView stringByEvaluatingJavaScriptFromString:#"window.onunload();"];
[super viewWillDisappear:animated];
}
It seems to try to pause/stop the video for several seconds, but then you hear the audio continue to play!
Update!
This is a general bug with the media player. You have to set the playback time to -1 in order to make it really stop.
I've just had an issues with an mp4 file opening automatically in media player from a web-page without possibility to close it - "Done" button was only seen in video fullscreen mode and just closed fullscreen, so I had no way to return to the webpage without adding a "Back" button to the navigation bar. (on iPhone the video was opening in a separate view with "Done" button taking back to the WebView with the source page)
The workaround that helped me is to open the video file in a separate media player.
catch opening an MP4 file
- (BOOL) webView: (UIWebView *) webView shouldStartLoadWithRequest: (NSURLRequest *) request navigationType: (UIWebViewNavigationType) navigationType
{
NSRange range = [request.URL.absoluteString rangeOfString: #".mp4" options: NSCaseInsensitiveSearch];
if ( range.location != NSNotFound ) //opening MP4 video file
{
[self showFullscreenMediaWithURL: request.URL];
return NO;
}
return YES;
}
where
- (void) showFullscreenMediaWithURL: (NSURL *) mediaURL
{
MPMoviePlayerViewController *ctrl = [[MPMoviePlayerViewController alloc] initWithContentURL: mediaURL];
ctrl.modalTransitionStyle = UIModalTransitionStyleCrossDissolve;
[self presentModalViewController: ctrl animated: YES];
[ctrl release];
}
opens video with URL in a media player in a model view
don't forget to add MediaPlayer.framework to the project and import
#import <MediaPlayer/MediaPlayer.h>
for the project to be built
PS. many thanks to Viktor Gubrienko for the solution
In fact, I prefer to use the null link to solve the problem.
like this:
[self.webView loadRequest:NSURLRequestFromString(#"about:blank")];
thanks to your thread on this issue I was able to figure out a solution that resolves the issue completely, and I tested it on my IPad, not just the simulator. This also resolves the issue with the audio playing. This is not the permanent resolution but an effective work around.
Overview of the approach:
Basically all that is needed is to send a short audio file to the webView. I made a copy of the IMac submarine.m4v file, I called ping.m4v and added it to my xcode project in the resource folder.
Then at the point when I want the video / audio to stop I do the following steps:
webView.hidden = TRUE;
NSString *mimeType = [[NSString alloc] initWithString:#"video/x-m4v"];
NSData *PingData = [NSData alloc];
PingData = [NSData dataWithContentsOfFile:PingFilePath];
[webView loadData:PingData MIMEType:mimeType textEncodingName:nil baseURL:[NSURL URLWithString:PingFilePath]];
Now you also have to handle error "204". Error 204 seems to be just a warning saying that webView is going to handle this audio file. To handle the error I added this single line (see >>>) to didFailLoadWithError
(void)webView:(UIWebView *)BHwebView didFailLoadWithError:(NSError *)error
{
NSLog(#"Error %i", error.code);
if (error.code == NSURLErrorCancelled) return; // this is Error -999
if (error.code == 204) return; // this is Error 204 - for audio player in webview.
Finally I turn webView.hidden = FALSE right before I display my next Audio/Video. This way the little play bar for the sound file does not show on the display. There is just a soft ping sound... any audio file will do...
I hope this helps...
This is what I use. It does log this error "Deactivating an audio session that has running I/O. All I/O should be stopped or paused prior to deactivating the audio session." but does stop the audio file from playing (fading out) and remembers the play position.
AVAudioSession *s = [AVAudioSession sharedInstance];
if (s != nil)
[s setActive:NO error:nil];
As web view hadn't been released, the video keeps playing on the web view in background.
So you need to release the web view simply by using below code which works fine for me.
- (void)viewDidDisappear:(BOOL)animated
{
[super viewDidDisappear:(BOOL)animated];
[self.wvwebview removeFromSuperview];
}
I hope this helps...
in my case using loadHTMLString and not loadRequest with #"about:blank", fix the problem on macOS
[self.wkWebView loadHTMLString:#"about:blank" baseURL:nil];
I had the same issue in Table view where the table view cell has a webview which loads an audio file . Once you play and go back to another screen the audio still plays .
Solution : reload the table view in viewWillDisappear(_:) of the table view controller and the audio will stop playing once you navigate to another screen .