I have been tying to setup xaudio2 and while I thought I succeeded, I quit the application while the sound is still playing and the program crashed. originally I made it so that when receiving a WM_CLOSE message I would make sure that the source voices had stopped. this drastically reduced the number of crashes, but still around 1/5 times I exit the application the program crashes. this is what it says "Exception thrown at 0x00007FF9974E38C7 (XAudio2_9.dll) in Game.exe: 0xC0000005: Access violation reading location 0x0000025274A680C4.". I am assuming that the xaudio2 thread is still trying to read the buffer even though I have disposed of it. I have set it up in a way so that there is a central SoundSystem class which has 2 vectors of Voices(another class), idleVoices and activeVoices. when I play a sound I grab a voice from the idle channels and play a sound, then when it is done I put it back in the idle channels and repeat.
here is the .h file
#pragma once
#include <vector>
#include <memory>
#include <xaudio2.h>
#include <algorithm>
#include "Sound.h"
class SoundSystem
{
friend class Voice;
friend class Window;
public:
static SoundSystem& getInstance();
SoundSystem(SoundSystem&) = delete;
SoundSystem& operator=(SoundSystem&) = delete;
void playSound(Sound& sound, float frequency = 1.0f, float volume = 1.0f);
~SoundSystem();
private:
class Voice
{
friend class SoundSystem;
friend class Window;
public:
Voice()
{
}
Voice(SoundSystem* soundSystem);
void playSound(Sound& sound, float frequency = 1.0f, float volume = 1.0f);
void stop();
~Voice();
private:
class VoiceCallback : public IXAudio2VoiceCallback
{
public:
void STDMETHODCALLTYPE OnStreamEnd() override
{}
void STDMETHODCALLTYPE OnVoiceProcessingPassEnd() override
{}
void STDMETHODCALLTYPE OnVoiceProcessingPassStart(UINT32 SamplesRequired) override
{}
void STDMETHODCALLTYPE OnBufferEnd(void* pBufferContext) override;
void STDMETHODCALLTYPE OnBufferStart(void* pBufferContext) override
{}
void STDMETHODCALLTYPE OnLoopEnd(void* pBufferContext) override
{}
void STDMETHODCALLTYPE OnVoiceError(void* pBufferContext, HRESULT Error) override
{}
};
IXAudio2SourceVoice* sourceVoice = nullptr;
XAUDIO2_BUFFER buffer = { 0 };
};
void deactivateVoice(Voice* voice);
SoundSystem();
IXAudio2* audioEngine = nullptr;
IXAudio2MasteringVoice* masteringVoice = nullptr;
std::vector<std::unique_ptr<Voice>> idleVoices;
std::vector<std::unique_ptr<Voice>> activeVoices;
const unsigned int maxVoices = 256;
};
and the .cpp file
#include "SoundSystem.h"
#include "..\Exception.h"
SoundSystem::Voice::Voice(SoundSystem* soundSystem)
{
HRESULT errorCode;
static VoiceCallback voiceCallback;
buffer.pContext = this;
if (FAILED(errorCode = soundSystem->audioEngine->CreateSourceVoice(&sourceVoice, &WaveFile::validFormat, 0, 2, &voiceCallback)))
{
throw Exception::AudioException("CreateSourceVoice failed", __FILE__, __LINE__, errorCode);
}
}
void SoundSystem::Voice::playSound(Sound& sound, float frequency, float volume)
{
HRESULT errorCode;
buffer.AudioBytes = sound.audioSize;
buffer.pAudioData = sound.audioBuffer;
if (FAILED(errorCode = sourceVoice->SubmitSourceBuffer(&buffer, nullptr)))
{
throw Exception::AudioException("SubmitSourceBuffer failed", __FILE__, __LINE__, errorCode);
}
if (FAILED(errorCode = sourceVoice->SetFrequencyRatio(frequency)))
{
throw Exception::AudioException("SetFrequencyRatio failed", __FILE__, __LINE__, errorCode);
}
if (FAILED(errorCode = sourceVoice->SetVolume(volume)))
{
throw Exception::AudioException("SetVolume failed", __FILE__, __LINE__, errorCode);
}
if (FAILED(errorCode = sourceVoice->Start()))
{
throw Exception::AudioException("Start failed", __FILE__, __LINE__, errorCode);
}
}
void SoundSystem::Voice::stop()
{
sourceVoice->Stop();
sourceVoice->FlushSourceBuffers();
}
SoundSystem::Voice::~Voice()
{
stop();
sourceVoice->DestroyVoice();
sourceVoice = nullptr;
}
void __stdcall SoundSystem::Voice::VoiceCallback::OnBufferEnd(void* pBufferContext)
{
Voice* voice = reinterpret_cast<Voice*>(pBufferContext);
voice->stop();
SoundSystem::getInstance().deactivateVoice(voice);
}
SoundSystem& SoundSystem::getInstance()
{
static SoundSystem instance;
return instance;
}
void SoundSystem::deactivateVoice(Voice* voice)
{
auto it = std::find_if(activeVoices.begin(), activeVoices.end(), [&](const std::unique_ptr<Voice>& v) -> bool
{
return voice = v.get();
});
idleVoices.push_back(std::move(*it));
activeVoices.erase(it);
}
SoundSystem::SoundSystem()
{
HRESULT errorCode;
if (FAILED(errorCode = CoInitializeEx(nullptr, COINITBASE_MULTITHREADED)))
{
throw Exception::AudioException("CoInitializeEx failed", __FILE__, __LINE__, errorCode);
}
if (FAILED(errorCode = XAudio2Create(&audioEngine, 0)))
{
throw Exception::AudioException("XAudio2Create failed", __FILE__, __LINE__, errorCode);
}
if (FAILED(errorCode = audioEngine->CreateMasteringVoice(&masteringVoice)))
{
throw Exception::AudioException("CreateMasteringVoice failed", __FILE__, __LINE__, errorCode);
}
for (int i = 0; i < maxVoices; i++)
{
idleVoices.push_back(std::make_unique<Voice>(this));
}
}
void SoundSystem::playSound(Sound& sound, float frequency, float volume)
{
if (idleVoices.size() > 0)
{
activeVoices.push_back(std::move(idleVoices.back()));
idleVoices.pop_back();
activeVoices.back()->playSound(sound, frequency, volume);
}
}
SoundSystem::~SoundSystem()
{
for (auto& a : idleVoices)
{
a.reset();
}
for (auto& a : activeVoices)
{
a.reset();
}
audioEngine->Release();
audioEngine = nullptr;
masteringVoice = nullptr;
CoUninitialize();
}
and here is the WM_CLOSE message handling
case WM_CLOSE:
for (auto& a : SoundSystem::getInstance().activeVoices)
{
a.get()->stop();
}
ApplicationEvent applicationEvent(ApplicationEventType::WindowClose);
EventSystem::getInstance().notify(&applicationEvent);
PostQuitMessage(0);
return 0;
break;
I am assuming the close message handling has something to do with it, as stopping the source voices helped, but it still crashes. any help would be appreciated.
edit: I have figured out that after I have received the WM_CLOSE message I am still able to play sounds effectively undoing the fact I am stopping them. is there a way to make sure the program terminates right there?
You should add a call to StopEngine
in the WM_CLOSE
. This will stop all processing of the worker thread and likely resolve your crash.
You may want to take a look at DirectX Tool Kit for Audio.