AudioKit, macOS:
When I do mixer.addInput(myAudioPlayer), the program outputs this message:
2021-09-16 11:41:44.578038+0200 ShowTime[16140:1611137] throwing -10878
... numerous times.
Do you know what -10878 is, and how to fix it?
I would also be interested in knowing what "ShowTime[16140:1611137]" means. Can I use these numbers to track where my program fails?
Thanks.
This happens independently of AudioKit.
It has to do with AVAudioEngine or some lower-level component that AVAudioEngine uses.
I can verify that it happens specifically when I connect a AVAudioPlayerNode to the engine's mainmixer. If I connect the player to the outputNode directly instead, then it doesn't happen... but I also suspect that it's harmless -- it also happens in known production code and Apple code samples.
I only see this "bug" when using an emulator running IOS 15.2. It doesn't occur on my real device (IOS 14.4), OR on an emulator running 14.4.
This means that it is a bug or simply "log noise" introduced some time between IOS 14.4 and 15.2. I haven't tested any versions in-between.
PS - I don't see the "Showtime[####:####]" part of the log, so that part probably is coming from AudioKit -- wrapping the log with NSLog.
Related
I have a legacy video streaming library that seems to be broken on iPhone 11 (and above) devices. After digging into the problem it seems that the code that is initiating the AVAudioSession is failing due to the call to AVAudioSession.sharedInstance.setPreferredSampleRate(44100) not changing the actual sample rate and keeping it at 48000Hz.
Has anyone else faced this? I know that the method says preferred and it is not guaranteed that it will change the audio sample rate, but it was working on all previous devices.
Issue description
AVSampleBufferDisplayLayer seems to hang on iOS 12.3.1 (>= iOS 12.2 is also affected) after
reboot. It looks that after 5 minutes everything works fine again.
The issue is not reproducible on iOS 11.
In our production code we don't use AVAssetReader, so please ignore any issues
with it, if minor.
I can make application hang on AVSampleBufferDisplayLayer init, enqueue and
requestMediaDataWhenReadyOnQueue.
Please advise how we should implement AVSampleBufferDisplayLayer correctly
(examples are welcome). Especially when we have to maintain and exchange
many display layers at once.
How to reproduce the issue:
Clone repo: https://github.com/mackode/AVSampleBufferDisplayLayer_Hanging
Download:
Tears of Steel segment
Put tearsofsteel_4k.mov_1918x852_2000.mp4 in Resources/ directory
Open AVSampleBufferDisplayLayer_BlackScreen.xcodeproj
Take iOS 12.3.1 device and reboot it
Start debugging AVSampleBufferDisplayLayer_BlackScreen
The video should start playing, then move a slider (seek) one or a few more times
Sample code is available here:
https://github.com/mackode/AVSampleBufferDisplayLayer_Hanging
Observed result:
Video hangs usually on AVSampleBufferDisplayLayer methods
Expected result:
Video seeks and continues to play
Can someone help me with solving this mistery?
I'm implementing the Chromecast feature on an app of mine but I've been having a hard time figuring out a solution to my problem:
One specific stream doesn't get started on Chromecast, even though it works fine on iOS's default media player. I've tried using the debug string on mychromecastip:9222 but had no success.
I also checked the mim type, but it seems to be the same as my other working streams.
Any ideas on how to attack this problem?
You need to explain what you mean by "tried that and had no success". In the most recent build, you are required to run your own app first and then try to attach the debugger to port 9222; if you do it before connecting your app, it will not work. In addition, make sure you have turned on logging (see the Debugging section here) for details.
Since upgrading to xCode 6 and iOS 8 I've noticed serious issues with AVSpeechSynthesizer. Prior to the upgrade, it worked perfectly, but now, several issues have risen.
Speech Utterances are playing at a much faster rate then how they were prior to upgrade.
When I queue up 2 speech utterances, it simply skips over the first utterance and plays the second one first. (This only occurs on the first run of the speech synthesizer. The second run and on works properly.)
Please, any help would be greatly appreciated. Thanks in advance.
For second issue, see this answer for AVSpeechUtterance - Swift - initializing with a phrase.
As for me - iOS 8 also did not support properly languages other than phone language + english.
upd dec-2014: XCode 6.2 beta2 did resolve issues with TTS in simulator and (maybe) with TTS rate.
It looks to me as though a user can only hear the voice if they have specifically downloaded it in their accessibility settings.
What I have not been able to do is work out how to tell which voices they have downloaded.
I have discovered a horrible hack to make voices that have not been specifically downloaded play.
To do so I had to have two synthesizers running and get one to run through all the voices saying something. Then the other synthesizer could use any of the voices. As I say, this is a horrible hack and I cannot guarantee its reliability. In addition, it may stop working at a future varsion of ios8.
In my own apps I have chosen to make a library and get it to cycle through all the voices. Where they take more than zero time to say a phrase, they are a "good" voice and I offer it to the user. This has the advantage that it is likely to be robust against changes in the ios version.
I know it's a bit weird but I have no code at all to put here, unless I copy all of it.
My project is crashing with no apparent reason. I've read this solution: iPhone application is crashing and not leaving behind a .crash log file
and I'm using Instrument for searching for leaks and other possibilities for those crashes.
Another strange thing is: even when I run my app with debug on XCode, it just stop to work on my IPad but it looks it is still running.
And the last and more strange thing: there's no crash log at all on my device. Before somebody ask, it is enable to record crash logs.
Does anybody have any idea for helping me?
Regards
I've had this happen to me before on various platforms. If its crashing on you, whether its an iPhone app, openGL / DirectX program, try these steps:
Have you tried to undo your last change and get to the point where it last worked?
Have you tried placing a print outputs to the terminal to see how far your program is executing? Start at the beginning and work your way into your program. This is especially useful when there is no crash log.
Also in particular to iPhone apps: Have you checked your xib's? Did you recently re-factor and change the name of a class maybe? You might need to re-link your nib to your classes. This on more than one occasion has caused apps of mine to crash with no error. Hope this helps.
I doubt you are still wondering about this, but my answer is that you were experiencing your app getting killed by the OS due to using too much memory. This will silently fail in the log in my experience when running on the device.
You will have to go into the Organizer to the device console and crash reports that get stored on the device to see the clues.
The reason your crash stopped when you got an iPad 2 is because the iPad 2 has twice the memory of the iPad 1 (which is dramatically under-stocked with RAM)