I make a counting game for children. At the beginning, the child is asked to find several items, for example: "Can you find five bicycles." All this is randomly collected from separate arrays of sounds with parts of the sentence: "You can find" + "5" + "bikes" = three separate mp3s. When the child begins to click on objects, they disappear and the voice is counted. β1β, β2β, β3β, β4β, β5β, and at the end βbicyclesβ.
I use the audioPlayerDidFinishPlaying: delegate method to combine sounds, and this works great ... in most cases. But sometimes the application crashes with the "bad_access" error. After using NSZombie, I got: - [AVAudioPlayer performSelector: withObject:]: message sent to a freed instance
I think this is due to the fact that the audio player or delegate itself is released prematurely.
I always use this function to play sounds:
-(void)spillVoice:(NSString*) filnavn{
NSString *audioFilePath=[[NSBundle mainBundle] pathForResource:filnavn ofType:@"mp3"];
NSURL *audioFileURL=[NSURL fileURLWithPath:audioFilePath];
self.voicespiller=[[[AVAudioPlayer alloc] initWithContentsOfURL:audioFileURL error:nil] autorelease];
self.voicespiller.delegate=self;
[self.voicespiller prepareToPlay];
[self.voicespiller play];
NSLog(@"spiller lyden");
}
And here is the delegate (he performs different actions based on the fact that the sound has finished):
-(void)audioPlayerDidFinishPlaying:(AVAudioPlayer*)which_player successfully:(BOOL)the_flag{
NSLog(@"ny lyd?");
[self.jenteBilde stopAnimating];
if(self.etterLyd==@"ingenting"){
NSLog(@"ingenting");
}
else if(self.etterLyd==@"lesobjekt"){
NSLog(@"lesobjekt");
self.etterLyd=@"ros";
[self spillVoice:[self.objektNedArray objectAtIndex: [self.objektnr intValue]]];
[self.jenteBilde startAnimating];
}
else if(self.etterLyd==@"introtall"){
NSLog(@"introtall");
self.etterLyd=@"introobjekt";
[self spillVoice:[self.telleOppArray objectAtIndex: [self.tilfeldig intValue]]];
[self.jenteBilde startAnimating];
}
else if(self.etterLyd==@"introobjekt"){
NSLog(@"introobjekt");
self.etterLyd=@"ingenting";
[self spillVoice:[self.objektOppArray objectAtIndex: [self.objektnr intValue]]];
[self.jenteBilde startAnimating];
}
else if(self.etterLyd==@"ros"){
NSLog(@"ros");
NSMutableArray *rosArray=[[NSMutableArray alloc] initWithObjects:@"TT_flott",@"TT_bravo",@"TT_fint",@"TT_du_er_kjempeflink",@"TT_hurra",@"TT_helt_riktig",nil];
int result=(arc4random() % (rosArray.count));
self.etterLyd=@"ingenting";
[self spillVoice:[rosArray objectAtIndex: result]];
[self.jenteBilde startAnimating];
}
}
It seems to me that the abstract of AVaudioplayers gets too early, although the sound is not yet finished. I tried not to auto-implement, but explicitly highlighted the delegate function. But the problem is that the sound does not always get to the end (when the child finds a new element before the voice finishes reading) ...
- . !