AVAudioPlayer memory leak
Solution 1
Here is method to create AVAudioPlayer without causing memory leaks. See this page for explaination.
I have confirmed in my app that this removed my AVAudioPlayer leaks 100%.
- (AVAudioPlayer *)audioPlayerWithContentsOfFile:(NSString *)path {
NSData *audioData = [NSData dataWithContentsOfFile:path];
AVAudioPlayer *player = [AVAudioPlayer alloc];
if([player initWithData:audioData error:NULL]) {
[player autorelease];
} else {
[player release];
player = nil;
}
return player;
}
Solution 2
Implement the protocol AVAudioPlayerDelegate and its method audioPlayerDidFinishPlaying:successfully: then release the audio player object
eg.
- (void)audioPlayerDidFinishPlaying:(AVAudioPlayer *)player successfully:(BOOL)flag {
[player release]; // releases the player object
}
Adi
Updated on July 01, 2022Comments
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Adi almost 2 years
I'm stuck on some weird memory leak problem related to the AVAudioPlayer and I need help after trying everything that came to mind.
Here is the short description of the problem - code appears right after. I initialize my player and start to play the sound track in an endless loop (and endless loop or one time play did not change the problem). Several seconds after the music started, I switch to another sound track, hence I create a new player, initialize it, release the old one (which is playing) and then set the new one in place and play it.
At that point in time (right after I call the new Player - [Player play]) I get a memory leak (of 3.5Kb).
I tried the following:
Stop the old player and then release it - no effect
Release the Player right after the play instruction - did not start playing
Release twice the old player - crash
Memory leak DOES NOT happen when I create and play the first Player!
Also, in the reference it does say that the 'play' is async and so probably it increases the ref count by 1, but in this case, why didn't [Player stop] help?
Thanks,
Here are some parts of the code about how I use it:
- (void) loadAndActivateAudioFunction { NSBundle *mainBundle = [NSBundle mainBundle]; NSError *error; NSURL *audioURL = [NSURL fileURLWithPath:[mainBundle pathForResource: Name ofType: Type]]; AVAudioPlayer *player = [(AVAudioPlayer*) [AVAudioPlayer alloc] initWithContentsOfURL:audioURL error:&error]; if (!player) { DebugLog(@"Audio Load Error: no Player: %@", [error localizedDescription]); DuringAudioPrep = false; return; } [self lock]; [self setAudioPlayer: player]; [self ActivateAudioFunction]; [self unlock];
}
- (void) setAudioPlayer : (AVAudioPlayer *) player { if (Player) { if ([Player isPlaying] || Repeat) // The indication was off??? [Player stop]; [Player release]; } Player = player;
}
- (void) ActivateAudioFunction { [Player setVolume: Volume]; [Player setNumberOfLoops: Repeat]; [Player play]; DuringAudioPrep = false;
}
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Adi over 14 yearsThanks for the answer. Yes - I verified that it is the AVAudioPlayer with Instruments. As to the method - I use this one because I actually save the different tracks and reuse them by matching names and if they are not playing (instead of downloading the same track several times). Since I know that I get the Player from the caller after doing an 'Alloc' on it, I know that it is already retained (unless I got it wrong?)
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Ivan Vučica almost 13 years
MediaPlayer.framework
?AVAudioPlayer
is located inAVFoundation.framework
and should not requireMediaPlayer
. Care to elaborate? -
MoDJ almost 11 yearsThis code is really odd, there is no reason to split out the alloc vs init calls. For a better general approach, see stackoverflow.com/questions/17603551/arc-forbids-autorelease/… or you can just add autorelease in like [[[AVAudioPlayer alloc] initWithData:audioData error:NULL] autorelease]