We've been complaints from customers that sounds in our game suddenly stop working. Below is the only stack trace I've seen which could potentially be related though I'm still digging for more. This is a hard crash obviously versus the game running with no sound, but perhaps it's related.
Anyone ever seen this?
Crashed: com.apple.root.default-overcommit-priority
EXC_BAD_ACCESS KERN_INVALID_ADDRESS at 0x815d2ab0
Thread : Crashed: com.apple.root.default-overcommit-priority
0 OpenAL 0x306ecb72 OALSource::DoRender(AudioBufferList*, unsigned long) + 149
1 OpenAL 0x306ecb31 OALSource::DoRender(AudioBufferList*, unsigned long) + 84
2 OpenAL 0x306eca7d OALSource::SourceInputProc(void*, unsigned long*, AudioTimeStamp const*, unsigned long, unsigned long, AudioBufferList*) + 28
3 AudioToolbox 0x2e7b6151 AU3DMixerEmbeddedInputElement::PullSharedInput(unsigned long, unsigned long&, AudioTimeStamp const&, unsigned long) + 160
4 AudioToolbox 0x2e7b8a73 AU3DMixerEmbedded::Render(unsigned long&, AudioTimeStamp const&, unsigned long) + 1178
5 AudioToolbox 0x2e6f58f7 AUBase::DoRenderBus(unsigned long&, AudioTimeStamp const&, unsigned long, AUOutputElement*, unsigned long, AudioBufferList&) + 146
6 AudioToolbox 0x2e6f5749 AUBase::DoRender(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long, AudioBufferList&) + 532
7 AudioToolbox 0x2e6f552b AUMethodRender(void*, unsigned long*, AudioTimeStamp const*, unsigned long, unsigned long, AudioBufferList*) + 46
8 AudioToolbox 0x2e7c5427 AUInputElement::PullInput(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long) + 102
9 AudioToolbox 0x2e7c1ff1 AUInputFormatConverter2::InputProc(OpaqueAudioConverter*, unsigned long*, AudioBufferList*, AudioStreamPacketDescription**, void*) + 212
10 AudioToolbox 0x2e6f3e75 AudioConverterChain::CallInputProc(unsigned long) + 328
11 AudioToolbox 0x2e6f3be9 AudioConverterChain::FillBufferFromInputProc(unsigned long*, CABufferList*) + 96
12 AudioToolbox 0x2e6f3b7f BufferedAudioConverter::GetInputBytes(unsigned long, unsigned long&, CABufferList const*&) + 114
13 AudioToolbox 0x2e6f3a8b CBRConverter::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 74
14 AudioToolbox 0x2e6f392d BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 296
15 AudioToolbox 0x2e6f3a01 AudioConverterChain::RenderOutput(CABufferList*, unsigned long, unsigned long&, AudioStreamPacketDescription*) + 92
16 AudioToolbox 0x2e6f392d BufferedAudioConverter::FillBuffer(unsigned long&, AudioBufferList&, AudioStreamPacketDescription*) + 296
17 AudioToolbox 0x2e702241 AudioConverterFillComplexBuffer + 356
18 AudioToolbox 0x2e7c1ed1 AUInputFormatConverter2::PullAndConvertInput(AudioTimeStamp const&, unsigned long&, AudioBufferList&, AudioStreamPacketDescription*, bool&) + 100
19 AudioToolbox 0x2e7c1a79 AUConverterBase::RenderBus(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long) + 216
20 AudioToolbox 0x2e6f58f7 AUBase::DoRenderBus(unsigned long&, AudioTimeStamp const&, unsigned long, AUOutputElement*, unsigned long, AudioBufferList&) + 146
21 AudioToolbox 0x2e6f5749 AUBase::DoRender(unsigned long&, AudioTimeStamp const&, unsigned long, unsigned long, AudioBufferList&) + 532
22 AudioToolbox 0x2e7b1971 AURemoteIO::PerformIO(unsigned long, unsigned int, unsigned int, AudioTimeStamp const&, AudioTimeStamp const&, AudioBufferList const*, AudioBufferList*, int&) + 488
23 AudioToolbox 0x2e7b29bd AURIOCallbackReceiver_PerformIO + 396
24 AudioToolbox 0x2e7a90b7 _XPerformIO + 178
25 AudioToolbox 0x2e71664d mshMIGPerform + 124
26 AudioToolbox 0x2e785b2d MSHMIGDispatchMessage + 32
27 AudioToolbox 0x2e7b1be9 AURemoteIO::IOThread::Run() + 120
28 AudioToolbox 0x2e7b4cc9 AURemoteIO::IOThread::Entry(void*) + 8
29 AudioToolbox 0x2e6f1b3b CAPThread::Entry(CAPThread*) + 210
30 libsystem_pthread.dylib 0x39bb4959 _pthread_body + 140
31 libsystem_pthread.dylib 0x39bb48cb _pthread_start + 102
Comments
Also which Gideros version you are using?
in one of the older version there was also a bug, a delay of releasing channels, thus if many little sounds are played constantly you could run out of sound channels periodically.