AudioFlinger could not create track, status: -12; Error creating AudioTrack

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花落未央 2020-12-24 14:27

I am having a problem With SoundPool as it refuses to work with my .ogg files. I am getting this error:

AudioFlinger could not create track, status: -12
 Erro         


        
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  • 2020-12-24 14:43

    MAJOR EDIT: FOUND A WAY TO FIX YOUR DAY!! SCROLL DOWN BELOW!!

    I'm in the same boat with you. Before reading, I must let you know that I failed to provide an answer that can fix this problem.

    I have seen many, many Stack Overflow topics regarding SoundPool, but I haven't seen a lot of SoundPool problems with this in regard with Java code from an Android book:

    AudioTrack: AudioFlinger could not create track, status -12.
    SoundPool: Error creating AudioTrack.

    Here's the code snipped from Beginning Android 4 Game Development source code provided here (see below). You get the explosion.ogg file there (in the trunk, find the /asset folder of Chapter 4 - Android Basics). You have to click on "View raw file" on your right to obtain the file.

    All I did was I copied the source code directly into Eclipse, and added the explosion.ogg file provided from the trunk, into my project. I executed Android emulator, tried playing the file, and I can tell you I still get the same Logcat errors quoted above.

    A person provided a video on Youtube stating that SoundPool works normally. Video link is given below. I did what the video instructed me to code, I grabbed the same explosion.ogg file I got from the second link provided above. I still get these errors:

    03-13 05:17:10.143: E/AudioTrack(3370): AudioFlinger could not create track, status: -12
    03-13 05:17:10.143: E/SoundPool(3370): Error creating AudioTrack

    I do know that SoundPool exists since Android 1.0, at API level 1. There shouldn't be any reason for SoundPool to fail to work, even when I have proof that SoundPool works (the video link, 2nd one).

    These are my findings and may or may not help others in a good way. In short, you're not alone here.

    Source:

    1. http://code.google.com/p/beginning-android-games/source/browse/trunk/ch04-android-basics/src/com/badlogic/androidgames/SoundPoolTest.java
    2. http://www.youtube.com/watch?v=ioGWpu8Ud7A

    EDIT: I am able to play sounds from SoundPool.

    Here's my code:

    package nttu.edu.test;
    
    import nttu.edu.R;
    import android.app.Activity;
    import android.media.AudioManager;
    import android.media.SoundPool;
    import android.os.Bundle;
    import android.view.View;
    import android.view.View.OnClickListener;
    import android.widget.TextView;
    
    public class SoundPoolTest extends Activity implements OnClickListener {
        SoundPool soundPool = null;
        int explosionId = 0;
    
        @Override
        public void onCreate(Bundle savedInstanceState) {
            super.onCreate(savedInstanceState);
            TextView v = new TextView(this);
            v.setOnClickListener(this);
            setContentView(v);
            this.setVolumeControlStream(AudioManager.STREAM_MUSIC);
            v.setText("Click anywhere to play the sound.");
        }
    
        protected void onResume() {
            super.onResume();
            if (soundPool == null) {
                soundPool = new SoundPool(5, AudioManager.STREAM_MUSIC, 0);
                explosionId = soundPool.load(this, R.raw.explosion, 1);
            }
        }
    
        protected void onPause() {
            super.onPause();
            if (soundPool != null) {
                soundPool.release();
                soundPool = null;
            }
        }
    
        public void onClick(View v) {
            if (explosionId != 0)
                soundPool.play(explosionId, 1, 1, 0, 0, 1);
        }
    }
    

    What I did was refactor my code around. I learned this tip from one of the comments in the Youtube video link, where the author of the comment goes by the name of "ErichLancaster". All credits go to him. I hoped this helped you out.

    I also set the Android emulator resolution size to QVGA, if it really matters or not.

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  • 2020-12-24 14:51

    There is a problem with looping: when I set repeat to -1 I get this error, but with 0 everything is working properly. I've noticed that some sounds give this error when I'm trying to play them one by one. For example:

    mSoundPool.stop(mStreamID);
    mStreamID = mSoundPool.play(mRandID, mVolume, mVolume, 1, -1, 1f);
    

    In such case, first track is played ok, but when I switch sounds, next track gives this error. It seems that using looping, a buffer is somehow overloaded, and mSoundPool.stop cannot release resources immediately.

    Solution:

    final Handler handler = new Handler();
    handler.postDelayed(new Runnable() {
       @Override
       public void run() {
          mStreamID = mSoundPool.play(mRandID, mVolume, mVolume, 1, -1, 1f);
    }, 350);
    

    And it's working, but delay is different for different devices.

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  • 2020-12-24 14:51

    I follow this answer: http://www.andengine.org/forums/gles2/sound-not-playing-t10820.html

    The main idea is that SoundManager class has a SoundPool with little memory allowed (in contradistinction to MusicManager), so in "all messages" in logcat "out of memory" can be seen.

    I suppose, every ".play()" called for every sound (don't know what about music) - allocates new memory space in the pool, and to avoid that you can do the following:

    - use .play() only once, then .seekTo(0), then .resume() (to play from the begining)

    - or use .play() only once, then .pause(), then .resume() (for looping, for example)

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  • 2020-12-24 14:54

    i just had this issue working on my game. I am building it in android native using java. My problem was 2 fold. 1st I used too many channels when creating my soundpool, then I never released the soundpool when the game ended and went to the game over screen. I used onStop method to release both soundpool and audiomanager when the game ended and that fixed the problem for me.

    // in GameActivity
        @Override
        protected void onStop() {
            gameView.audioHandler.release();
            super.onStop();
        }
    
    // in AudioHandler class
        public void release() {
            soundPool.release(); // this is my SoundPool
            battleMusic.release(); // this is my AudioManager
        }
    

    Update: The issue still reoccurred after some more testing. However, what finally ended up eliminating the issue completely ended up being a combination of the previous code and then limiting the sound pool to a max stream of 10 and lowering the quality of the sound MP3s used. The issue was primarily occurring when I had 10+ enemies on the screen all firing lasers using the same sound. Per the SoundPool documentation, when the max stream is reached it logically will eliminate old streams. Given that the -12 code signifies that the 1 MB limit of soundpool has been reached, the conclusion I came to was that it was overburdened with sound and thus by setting it to a stream limit of 10 it could never reach that 1 mb limit and have to begin cycling out old streams. It is odd since my sound effects are not that long in duration, but still it reached the limit. I hope this helps someone!I have not had this issue again since reducing the streams.

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  • 2020-12-24 15:02

    I was facing this error too recently. Mine was a collision actually taking place multiple times in a loop so it would actually stack the sounds until they dropped out, this causing the error, yet it would keep playing. I fixed this by registering a bounce as 1 when it occurs.

     // bouncecount=
     // 0=no bounce
     // 1=set when bounce occurs and plays the sound
     // 21=reset
    

    Since the game runs at roughly 60fps, this only allows one instance of the sound 3 times a second and could be adjusted easily by changing the 20. Not only did this reduce jitter in the game, it isn't the least bit noticeable.

    if(bouncecount==1){
       sounds.play(sbump,1,1, 0, 0, 1);bouncecount++;}
    else{if(bouncecount<20&&bouncecount!=0){bouncecount++;}
         else{bouncecount=0;}}
    

    Hope this helps someone.

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  • 2020-12-24 15:08

    For me status -12 was caused by specifying too many channels when I instantiate SoundPool. So it was probably just running out of memory trying to keep too many channels around.

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