signal 11 (SIGSEGV), code 1 (SEGV_MAPERR) libopenal.so

Hello again! we are experimenting an increase of 10 times crash rate in the last month. We released a new version using Corona SDK 2018.3452 (previously we are using 2018.3350). We tried to downgrade the corona sdk version with no luck at all.

Here is our build settings:

https://pastebin.com/Xu7tV0rH

And this is the most frecuent crash on our app:

https://pastebin.com/LTrTVUCi

Is it related to my code? Is anything that can i do to resolve it?

Thanks

Did you change any of the audio files? Did you change anything related to audio? Frequency? It looks like an audio crash to me, but I am not an expert.

There is also this forum post where some people experienced similar crashes. You have to weed through the post because some of the errors are not the same.

Hello, @agramonte in the latest releases we changed the way of how use the channels for sounds. When we need to play a sound we call this function, without ch parameter, so we are always using free channels and the sounds should play at the same time.

local function playSound(filename, ch)
2.
    if(ch == nil) then
3.
        ch = audio.findFreeChannel(8)
4.
    end
5.
    print("Play audio: " … filename)
6.
    local soundStream = audio.loadSound(filename)
7.
    audio.setVolume(M.fxVolume, { channel=ch } )
8.
    audio.play( soundStream, { channel=ch} )
9.
end

Is this wrong?

I don’t know the audio.x library that well. You’ll have to wait until somebody chimes in other than me. It looks fine to me.

Looks like my post vanished…

Audio loads a sound, allocates memory and keeps it allocated until you explicitly dispose of it. Most people will load the sound once and play the sound over and over. 

I suspect your continuous loading of the sounds might be creating your issue.

Try just loading them once and see if that helps.

Rob

Hello Rob,

You are right. the correct way to play sound is like loading once and then using it whenever needed.

I am also using this way, Here is my loading calls:

_G.clickSFX = audio.loadSound(“sounds/button.wav”);

_G.swapSFX = audio.loadSound(“sounds/swap.mp3”);

_G.distSFX = audio.loadSound(“sounds/distribute.mp3”);

_G.revealSFX = audio.loadSound(“sounds/reveal.mp3”);

and i am playing it using another call like

audio.play(_G.swapSFX, {channel = audio.findFreeChannel()});

and also i am using the latest Corona SDK 2019.3480. Its still there, it was not there in my older version that was build using the older corona sdk

Please look into this matter as the crash rate has increased significantly and also harming revenue too.

Do you have the crash logs and devices that are generating your crashes?

Please use pastebin.com or similar for the long logs.

Rob

Did you change any of the audio files? Did you change anything related to audio? Frequency? It looks like an audio crash to me, but I am not an expert.

There is also this forum post where some people experienced similar crashes. You have to weed through the post because some of the errors are not the same.

Hello, @agramonte in the latest releases we changed the way of how use the channels for sounds. When we need to play a sound we call this function, without ch parameter, so we are always using free channels and the sounds should play at the same time.

local function playSound(filename, ch)
2.
    if(ch == nil) then
3.
        ch = audio.findFreeChannel(8)
4.
    end
5.
    print("Play audio: " … filename)
6.
    local soundStream = audio.loadSound(filename)
7.
    audio.setVolume(M.fxVolume, { channel=ch } )
8.
    audio.play( soundStream, { channel=ch} )
9.
end

Is this wrong?

I don’t know the audio.x library that well. You’ll have to wait until somebody chimes in other than me. It looks fine to me.

Looks like my post vanished…

Audio loads a sound, allocates memory and keeps it allocated until you explicitly dispose of it. Most people will load the sound once and play the sound over and over. 

I suspect your continuous loading of the sounds might be creating your issue.

Try just loading them once and see if that helps.

Rob

Hello Rob,

You are right. the correct way to play sound is like loading once and then using it whenever needed.

I am also using this way, Here is my loading calls:

_G.clickSFX = audio.loadSound(“sounds/button.wav”);

_G.swapSFX = audio.loadSound(“sounds/swap.mp3”);

_G.distSFX = audio.loadSound(“sounds/distribute.mp3”);

_G.revealSFX = audio.loadSound(“sounds/reveal.mp3”);

and i am playing it using another call like

audio.play(_G.swapSFX, {channel = audio.findFreeChannel()});

and also i am using the latest Corona SDK 2019.3480. Its still there, it was not there in my older version that was build using the older corona sdk

Please look into this matter as the crash rate has increased significantly and also harming revenue too.

Do you have the crash logs and devices that are generating your crashes?

Please use pastebin.com or similar for the long logs.

Rob