Reputation: 833
I want to implement an audio manager. But I got a memory leak. I don't know why & what happen. Could someone help me?
I create a button, the button event just runs the playAudio with audio path. Then, I click the button, click, click, click, ..., click(many times). The memory usage is increased. I try to close the audio file and clean the memory before each play time, but no use.
Please help or try to give some ideas how to achieve this. Thanks!
Much detail you could see my demo project in Github
UIView
- (void)viewDidLoad {
[super viewDidLoad];
// Create an audio manager
self.audio1 = [AudioPlayerManager new];
}
// This is a button click event
- (IBAction)actionAudioPlay:(id)sender {
NSString *path1 = [NSString stringWithFormat:@"%@", [[NSBundle
mainBundle] pathForResource:@"success-notification-
alert_A_major" ofType:@"wav"]];
[self.audio1 playAudio:path1];
}
AudioManager
Prepare define
static const UInt32 maxBufferSize = 0x10000;
static const UInt32 minBufferSize = 0x4000;
static const UInt32 maxBufferNum = 3;
Global Variable
AudioFileID _audioFile;
AudioStreamBasicDescription _dataFormat;
AudioQueueRef _queue;
UInt32 numPacketsToRead;
AudioStreamPacketDescription *packetDescs;
AudioQueueBufferRef buffers[maxBufferNum];
SInt64 packetIndex;
UInt32 maxPacketSize;
UInt32 outBufferSize;
My code
- (void)playAudio:(NSString *)audioFileName {
// Step 1: Open the audio file
OSStatus status = AudioFileOpenURL(
(__bridge CFURLRef _Nonnull)([NSURL
fileURLWithPath:audioPath]),
kAudioFileReadPermission,
0,
&_audioFile);
// Step 2: Read the meta-data of this audio file
UInt32 formatSize = sizeof(AudioStreamBasicDescription);
status = AudioFileGetProperty(audioFileID,
kAudioFilePropertyDataFormat, &formatSize, &_dataFormat);
// Step 3: Register the callback function
status = AudioQueueNewOutput(
&dataFormat,
BufferCallback,
(__bridge void * _Nullable)(self),
nil,
nil,
0,
&_queue
);
if (status != noErr) NSLog(@"AudioQueueNewOutput bitrate failed %d", status);
// Step 4: Read the package size
UInt32 size = sizeof(maxPacketSize);
AudioFileGetProperty(
audioFileID,
kAudioFilePropertyPacketSizeUpperBound,
&size,
&maxPacketSize);
if (status != noErr) NSLog(@"kAudioFilePropertyPacketSizeUpperBound failed %d", status);
if (dataFormat.mFramesPerPacket != 0) {
Float64 numPacketsPersecond = dataFormat.mSampleRate / dataFormat.mFramesPerPacket;
outBufferSize = numPacketsPersecond * maxPacketSize;
} else {
outBufferSize = (maxBufferSize > maxPacketSize) ? maxBufferSize : maxPacketSize;
}
if (outBufferSize > maxBufferSize &&
outBufferSize > maxPacketSize) {
outBufferSize = maxBufferSize;
} else {
if (outBufferSize < minBufferSize) {
outBufferSize = minBufferSize;
}
}
// Step 5: Calculate the package count
numPacketsToRead = outBufferSize / maxPacketSize;
// Step 6: Alloc AudioStreamPacketDescription buffers
packetDescs = (AudioStreamPacketDescription *)malloc(numPacketsToRead * sizeof (AudioStreamPacketDescription));
// Step 7: Reset the packet index
packetIndex = 0;
// Step 8: Allocate buffer
for (int i = 0; i < maxBufferNum; i++) {
// Step 8.1: allock the buffer
status = AudioQueueAllocateBuffer(
_queue,
outBufferSize,
&buffers[i]
);
if (status != noErr) NSLog(@"AudioQueueAllocateBuffer failed %d", status);
// Step 8.2: Fill the audio data to buffer
[self audioQueueOutputWithQueue:_queue
queueBuffer:buffers[i]];
}
// Step 9: Start
status = AudioQueueStart(_queue, nil);
if (status != noErr) NSLog(@"AudioQueueStart failed %d", status);
}
Audio queue output method
- (void)audioQueueOutputWithQueue:(AudioQueueRef)audioQueue
queueBuffer:(AudioQueueBufferRef)audioQueueBuffer {
OSStatus status;
// Step 1: load audio data
// If the packetIndex is out of range, the ioNumPackets will be 0
UInt32 ioNumBytes = outBufferSize;
UInt32 ioNumPackets = numPacketsToRead;
status = AudioFileReadPacketData(
_audioFile,
NO,
&ioNumBytes,
packetDescs,
packetIndex,
&ioNumPackets,
audioQueueBuffer->mAudioData
);
if (status != noErr) NSLog(@"AudioQueueSetParameter failed %d", status);
// Step 2: prevent load audio data failed
if (ioNumPackets <= 0) {
return;
}
// Step 3: re-assign the data size
audioQueueBuffer->mAudioDataByteSize = ioNumBytes;
// Step 4: fill the buffer to AudioQueue
status = AudioQueueEnqueueBuffer(
audioQueue,
audioQueueBuffer,
ioNumPackets,
packetDescs
);
if (status != noErr) NSLog(@"AudioQueueEnqueueBuffer failed %d", status);
// Step 5: Shift to followed index
packetIndex += ioNumPackets;
}
Callback function
static void BufferCallback(void *inUserData,AudioQueueRef inAQ,
AudioQueueBufferRef buffer) {
AudioPlayerManager *manager = (__bridge AudioPlayerManager *)inUserData;
[manager audioQueueOutputWithQueue:inAQ queueBuffer:buffer];
}
Close audio file
- (OSStatus)close:(AudioFileID)audioFileID {
OSStatus status = AudioFileClose( audioFileID );
if (status != noErr) NSLog(@"AudioFileClose failed %d", status);
return status;
}
Free Memory
- (void)freeMemory {
if (packetDescs) {
free(packetDescs);
}
packetDescs = NULL;
}
Upvotes: 3
Views: 513
Reputation: 833
Finally, I find out the solution. I just kill out my queue. All of memory are released. Share my method to everyone who has the same ticket.
- (void)playAudio:(NSString *)audioFileName {
// Add these code
if (_queue) {
AudioFileClose(_audioFile);
[self freeMemory];
AudioQueueStop(_queue, true);
AudioQueueDispose(_queue, true);
_queue = nil;
}
// the other code ...
}
Upvotes: 1