Using AVAudioPlayer to add sound to a working application, it stops / hangs on prepareToPlay. Note it also stops / hangs on play. Hitting "Continue program execution" several times makes the application resume. This problem only occurs when running the program in the simulator.
Using Xcode 4.6
Code Snippets:
ViewController.h
#import <UIKit/UIKit.h>
#import <AVFoundation/AVFoundation.h>
@interface ViewController : UIViewController <AVAudioPlayerDelegate>
@end
ViewController.m
#import "ViewController.h"
@interface ViewController ()
{
}
@property (nonatomic, strong) AVAudioPlayer *audioPlayer;
@end
@implementation ViewController
- (void)viewDidLoad
{
[super viewDidLoad];
[self initilizeAudio];
}
- (void)initilizeAudio
{
NSError *error = nil;
NSURL *audioURL = [[NSBundle mainBundle] URLForResource:@"Background" withExtension:@"mp3"];
self.audioPlayer = [[AVAudioPlayer alloc] initWithContentsOfURL:audioURL error:&error];
if (error)
{
NSLog(@"Error in audioPlayer: %@", [error localizedDescription]);
}
else
{
[self.audioPlayer setDelegate:self];
[self.audioPlayer prepareToPlay];
}
}
@end
Stack trace
0 __cxa_throw
21 -[AVAudioPlayer prepareToPlay]
22 -[ViewController viewDidLoad]
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.
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The problem was I normally develop with a breakpoint set to "All Exceptions", and the actual exception thrown was __cxa_throw. Which apparently turns out to be in C++ libraries that are used to implement AVAudioPlayer. By changing the breakpoint to "All Objective-C Exceptions" the program ran fine. (This can be done by editing the breakpoint and changing the Exception field to Objective-C.
I had this problem too. The solution above works, but I think there's a better way to fix it.
The errors the author suggests ignoring are indicating that the mac is trying to send audio to a device that isn't working. I'm guessing the code is written in C, so turning the exceptions to "objective-c only" does silence the exception.
The real fix is to get the audio device working again. For me, the reason for the failure was that I was switching around some audio input and output, but (it seems) IOS simulator had remembered the old settings. So when I tried the various steps in this thread:
Error '!dat' trying to set the (null) audio devices' sample rate
I got the audio to work again, and it stopped throwing any exceptions.
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