Reputation: 1233
I'm seeing some small amounts of SpriteKit playSoundFileNamed crashes from my app's crash log. The crashes happen on iOS 8.3.
0 CoreFoundation __exceptionPreprocess
1 libobjc.A.dylib objc_exception_throw
2 CoreFoundation -[NSException initWithCoder:]
3 SpriteKit +[SKPlaySound playSoundFileNamed:atPosition:waitForCompletion:]
4 SpriteKit +[SKAction(SKActions) playSoundFileNamed:waitForCompletion:]
...
And a few related crashes:
0 CoreFoundation __exceptionPreprocess
1 libobjc.A.dylib objc_exception_throw
2 CoreFoundation -[NSException raise:format:]
3 SpriteKit +[SKPlaySound playSoundFileNamed:atPosition:waitForCompletion:]
4 SpriteKit +[SKAction(SKActions) playSoundFileNamed:waitForCompletion:]
...
Does anyone know what causes this crash and how to fix it? Should I wrap every calls to playSoundFileNamed: in a try-catch block?
Edited
More information:
I'm using Swift. Trying to play my own sounds and I'm seeing the crashes coming from different sounds. I'm also seeing a couple reports from iOS 8.2 so this crash might not be iOS 8.3 specific.
The lines that play the sound:
var sound = SKAction.playSoundFileNamed("Sound/ABC.mp3", waitForCompletion: false)
self.runAction(sound)
Upvotes: 9
Views: 582
Reputation: 134
Try this and let me know if its working.
var audioPlayer = AVAudioPlayer()
func playAudio() {
// Set the sound file name & extension
let alertSound = NSURL(fileURLWithPath: NSBundle.mainBundle().pathForResource("ABC", ofType: "mp3")!)
// Preperation
try! AVAudioSession.sharedInstance().setCategory(AVAudioSessionCategoryPlayback, withOptions: [])
try! AVAudioSession.sharedInstance().setActive(true)
// Play the sound
do {
try audioPlayer = AVAudioPlayer(contentsOfURL: alertSound)
audioPlayer.prepareToPlay()
audioPlayer.play()
} catch {
print("there is \(error)")
}
}
Upvotes: 1
Reputation: 55
I had similar problem. My game (swift + spritekit) was crashing indeterministic on iOS 8.x. but on 9.x works perfect. Piece of log:
2015-12-15 21:27:40.827 MyGame[24055:2285857]
*** Terminating app due to uncaught exception 'NSInvalidArgumentException',
reason: 'Resource assets/mfx/my_sound.m4a can not be loaded'
*** First throw call stack:
(
0 CoreFoundation 0x008ae746 __exceptionPreprocess + 182
1 libobjc.A.dylib 0x02598a97 objc_exception_throw + 44
2 CoreFoundation 0x008ae66d +[NSException raise:format:] + 141
3 SpriteKit 0x011ca435 +[SKPlaySound playSoundFileNamed:atPosition:waitForCompletion:] + 628
4 SpriteKit 0x011601b4 +[SKAction(SKActions) playSoundFileNamed:waitForCompletion:] + 78
5 MyGame 0x0012eb25
Solution is: load all sounds only once, as a constants (let). Do not create variable each time you want to play the sound.
import SpriteKit
import AVFoundation
class Sounds
{
static let SOUND1 = SKAction.playSoundFileNamed("assets/sound1.m4a", waitForCompletion: false)
static let SOUND2 = SKAction.playSoundFileNamed("assets/sound2.m4a", waitForCompletion: false)
}
Then, in some SKSpriteNode for example:
func playSound1()
{
self.runAction(Sounds.SOUND1)
}
Find similar / same issue here: Skaction.playsoundfilenamed crashes when repeat - sprite kit
Upvotes: 0
Reputation: 103
I experienced a similar issue a while back. The issue was that the variable could not be made quickly enough to play as I was creating the variable each time the user tapped on the screen. Try defining the action in didMoveToView, and seeing if you still get the issue. Hope that helps
Upvotes: 2