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fix audio engine crash when enter foreground #1930

Merged
merged 1 commit into from Nov 14, 2019
Merged

fix audio engine crash when enter foreground #1930

merged 1 commit into from Nov 14, 2019

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PPpro
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@PPpro PPpro commented Nov 12, 2019

Re: https://github.com/cocos-creator/2d-tasks/issues/2038

changeLog:

  • 修复 audioEngine 切换前后台导致的崩溃问题

进入后台,有可能音效刚好播放结束,刚好被移除了,这时候需要同步 _breakAudioID
防止进入前台后,播放已经移除了的 Audio

@@ -377,6 +377,11 @@ void AudioEngine::remove(int audioID)
}
_audioPathIDMap[*it->second.filePath].remove(audioID);
_audioIDInfoMap.erase(audioID);
// In case audio ended while application enter background
auto breakAudioIt = std::find(_breakAudioID.begin(), _breakAudioID.end(), audioID);

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有问题应该也是挂在 resume里面吧

@PPpro
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PPpro commented Nov 13, 2019

根本原因是进入后台后,计时器还在调 update,一些 remove 操作会有问题
这个还没什么好的办法解决
暂时先在 pause resume stop 做下空指针判断

Android 平台的实现没问题,已经做了判断

@holycanvas
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根本原因是进入后台后,计时器还在调 update

那如果进入后台,把timer停了呢

@PPpro
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PPpro commented Nov 13, 2019

那如果进入后台,把timer停了呢

这个 timer 是整个主循环了,不太确定直接停掉会不会引发其他问题,比较保险的是在 resume 那里做保护

@holycanvas
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不停主循环也行呀,在update里面做一次是否是后台的判断?因为加这个保护很容易出其他问题,一定要从_audioPlayers数组中移除才行,不然,开发者可以用 _audioPlayers[i] -> xxx 都会出错

@PPpro
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PPpro commented Nov 13, 2019

后续可以考虑加一个 isOnBackground 的全局标记。不过这个保护还是有必要加的

@minggo
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minggo commented Nov 13, 2019

EventDispatcher 有发送相关的事件,直接监听事件就可以。

@PPpro
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PPpro commented Nov 13, 2019

EventDispatcher 有发送相关的事件,直接监听事件就可以。

这个不能保证音频的事件回调在最后一个处理,可能处理完 AudioEngine 的回调之后,其他的回调又更新了相关的 map
AudioEngineImpl 定时器的 update 也会更新 _audioPlayers,而且调用没有先后顺序

@minggo
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minggo commented Nov 13, 2019

后续可以考虑加一个 isOnBackground 的全局标记。不过这个保护还是有必要加的

我只是针对这个问题说的。

至于该 issue 本来就应该判断是否是 valid,否则随便传个非法的 id 也是会崩溃。

@PPpro
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PPpro commented Nov 13, 2019

哦哦,那没问题

@holycanvas holycanvas merged commit 4ab07e1 into cocos:v2.2.1-release Nov 14, 2019
@PPpro PPpro deleted the 221_audio branch November 14, 2019 14:06
@PPpro PPpro mentioned this pull request Oct 28, 2020
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4 participants