I'm trying to play some sound on Android using OpenAL and C/C++. I'm using SDL framework.
I keep getting mysterious crashes with alBufferData()
even when my code is as simple as:
ALuint buf, src;
alGenBuffers(1, &buf);
alGenSources(1, &src);
uint8_t data[8000]{};
alBufferData(buf, AL_FORMAT_MONO8, data, 8000, 8000);
alSourcei(src, AL_BUFFER, buf);
alSourcePlay(src);
Every time the program reaches alBufferData()
it crashes or hangs. I'm not getting any kind of error message.
Surprisingly enough, if I pass 0
instead of actual pointer to alBufferData()
, then the program runs fine and plays some random noise.
I have absolutely no idea what's wrong.
MCVE:
#include <cstdlib>
#include <cmath>
#include <string>
#include <SDL2/SDL.h>
#include <AL/al.h>
#include <AL/alc.h>
#if !defined(ANDROID) && !defined(__ANDROID__)
#define GLEW_STATIC
#include <GL/glew.h>
#else
#include <GLES2/gl2.h>
#endif
void Msg(const char *txt)
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "test app", txt, 0);
}
void Err(const char *txt)
{
Msg(txt);
std::exit(0);
}
int SDL_main(int, char **)
{
Msg("Running build compiled at " __DATE__ " " __TIME__);
if (SDL_Init(SDL_INIT_EVENTS | SDL_INIT_VIDEO))
Err("SDL init failed");
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
#if !defined(ANDROID) && !defined(__ANDROID__)
SDL_Window *win = SDL_CreateWindow("test app", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
#else
SDL_Window *win = SDL_CreateWindow("test app", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 800, 600, SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE | SDL_WINDOW_FULLSCREEN);
#endif
if (!win)
Err("Window creation failed");
SDL_GLContext con = SDL_GL_CreateContext(win);
if (!con)
Err("OpenGL context creation failed");
#if !defined(ANDROID) && !defined(__ANDROID__)
glewExperimental = 1;
if (glewInit() != GLEW_OK)
Msg("GLEW init failed");
while (glGetError()) {}
#endif
SDL_GL_SetSwapInterval(1);
ALCdevice *device = alcOpenDevice(0);
if (!device)
Err("OpenAL init failed");
const ALCint config_array[] = {ALC_FREQUENCY, 44100, ALC_MONO_SOURCES, 4, ALC_STEREO_SOURCES, 4, 0};
ALCcontext *context = alcCreateContext(device, config_array);
if (!context)
Err("OpenAL context creation failed");
if (!alcMakeContextCurrent(context))
Err("OpenAL context switching failed");
uint8_t sound_wave[8000];
for (int i = 0; i < 8000; i++)
{
float pi = std::atan(1)*4;
sound_wave[i] = int(std::pow(std::sin(i * pi / 180 * 4),0.5) * 127) + 127;
auto smoothstep = [](float x){return 2*x*x*x-3*x*x;};
if (i < 1000)
sound_wave[i] *= smoothstep(i / 1000.f);
else if (i >= 7000)
sound_wave[i] *= smoothstep((8000 - i) / 1000.f);
}
ALuint buf, src;
int frames = 0;
while (1)
{
SDL_Event event;
bool click = 0;
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
std::exit(0);
break;
case SDL_KEYDOWN:
click = 1;
break;
}
}
switch (frames)
{
case 3: Msg("Creating a buffer"); break;
case 4: alGenBuffers(1, &buf); if (!buf) Err("No buffer"); break;
case 5: Msg("Creating a source"); break;
case 6: alGenSources(1, &src); if (!src) Err("No source"); break;
case 7: Msg("Setting buffer data"); break;
case 8:
alBufferData(buf, AL_FORMAT_MONO8, sound_wave, 8000, 8000);
if (int err = alGetError()) // This code is not reached
Msg((std::string("Error code: ") + std::to_string(err)).c_str());
break;
case 9: Msg("Attaching buffer"); break;
case 10: alSourcei(src, AL_BUFFER, buf); break;
case 11: Msg("Done"); break;
}
if (frames < 12)
frames++;
if (frames == 12 && click)
alSourcePlay(src);
SDL_GL_SwapWindow(win);
}
}
Here is my Application.mk:
APP_ABI := armeabi armeabi-v7a x86 mips
APP_STL := c++_shared
LOCAL_SHARED_LIBRARIES := c++_shared
APP_CFLAGS += -w
APP_CPPFLAGS += -fexceptions -frtti -I../lib/include
APP_CPPFLAGS += -std=c++14 -O3 -s
NDK_TOOLCHAIN_VERSION := clang
I'm using OpenAL which was prebuilt using standalone toolchains. I don't know if it matters, but here is my build command (this one is for armv7-a, for other ABIs there are different commands):
cmake -D CMAKE_SYSTEM_NAME:string=android -D CMAKE_C_COMPILER:filepath="Y:/clang_3.8_android_api12_androideabi/bin/arm-linux-androideabi-clang.cmd" ^
-D CMAKE_CXX_COMPILER:filepath="Y:/clang_3.8_android_api12_androideabi/bin/arm-linux-androideabi-clang++.cmd" ^
-D CMAKE_C_FLAGS:string="-w -O3 -mthumb -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16" ^
-D CMAKE_CXX_FLAGS:string="-w -O3 -mthumb -march=armv7-a -mfloat-abi=softfp -mfpu=vfpv3-d16" ^
-D CMAKE_SHARED_LINKER_FLAGS:string="-lc++_shared" ^
-D CMAKE_MODULE_LINKER_FLAGS:string="-lc++_shared" ^
-D CMAKE_BUILD_TYPE:string="Release" ^
-G "MinGW Makefiles" ^
../../..
mingw32-make.exe
EDIT:
Now it's getting more interesting. I've managed to make it work once, but after a tiny unrelated change to the source code it broke again.
There MUST be some kind undefined behaviour somewhere, but I'm sure it's not on my side.
Is it a bug in OpenAL? The exact version I'm using is openal-soft-1.17.1
.
EDIT:
Updated to OpenAL 1.17.2. No luck, same error.
EDIT:
Here is logcat output for the mcve from the emulator.
It's hosted externally because it's 2000+ lines long.
If I understood correctly, the log says that there is a heap corruption and that that application had sigsegv'ed in dlmalloc()
. But I have no idea how to fix it.
I've tried to add SDL_INIT_AUDIO
flag to SDL_Init()
- same error.