greyp
February 5, 2015, 4:02pm
1
The recent builds of my project keep crashing on iOS6 devices. The splash screen and main menu can show up correctly, but during loading a level the game always force quits. Here is the error message:
=================================================================
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
Not sure if this is a bug with Xamarin or MonoGame. The game was working properly on iOS6 devices months ago…
Nezz
February 5, 2015, 8:19pm
2
There should be a stack trace before that message. It could help.
greyp
February 7, 2015, 9:18am
3
Hi Nezz, there are two different situations that cause the game to force quit. The test device is an iPod touch (4th gen) with iOS6.
Below are the stack traces:
Stack trace 1:
2015-02-07 16:56:16.920 TestGame[127:907] -[AVPlayer volume]: unrecognized selector sent to instance 0x1feb7ea0
2015-02-07 16:56:16.930 TestGame[127:907] critical: Stacktrace:
2015-02-07 16:56:16.933 TestGame[127:907] critical: at <0xffffffff>
2015-02-07 16:56:16.934 TestGame[127:907] critical: at <0xffffffff>
2015-02-07 16:56:23.981 TestGame[127:4903] void SendDelegateMessage(NSInvocation *): delegate (webView:didClearWindowObject:forFrame:) failed to return after waiting 10 seconds. main run loop mode: (null)
Stack trace 2:
2015-02-07 17:10:14.481 TestGame[180:907] -[AVPlayer volume]: unrecognized selector sent to instance 0x1d647d50
2015-02-07 17:10:14.484 TestGame[180:907] critical: Stacktrace:
2015-02-07 17:10:14.486 TestGame[180:907] critical: at <0xffffffff>
2015-02-07 17:10:14.488 TestGame[180:907] critical:
Native stacktrace:
2015-02-07 17:10:17.002 TestGame[180:907] critical: 0 TestGame 0x025077e5 mono_handle_native_sigsegv + 240
2015-02-07 17:10:17.005 TestGame[180:907] critical: 1 TestGame 0x025101d1 mono_sigsegv_signal_handler + 208
2015-02-07 17:10:17.008 TestGame[180:907] critical: 2 libsystem_c.dylib 0x3a24ce93 _sigtramp + 42
2015-02-07 17:10:17.011 TestGame[180:907] critical: 3 libobjc.A.dylib 0x39dc9f89 + 28
2015-02-07 17:10:17.013 TestGame[180:907] critical: 4 libobjc.A.dylib 0x39dcb1d7 class_respondsToSelector + 30
2015-02-07 17:10:17.016 TestGame[180:907] critical: 5 CoreFoundation 0x3214e605 + 36
2015-02-07 17:10:17.018 TestGame[180:907] critical: 6 CoreFoundation 0x3214e35d + 68
2015-02-07 17:10:17.020 TestGame[180:907] critical: 7 libobjc.A.dylib 0x39dcea65 + 128
2015-02-07 17:10:17.025 TestGame[180:907] critical: 8 libc++abi.dylib 0x3981b07b + 78
2015-02-07 17:10:17.027 TestGame[180:907] critical: 9 libc++abi.dylib 0x3981b114 + 19
2015-02-07 17:10:17.030 TestGame[180:907] critical: 10 libc++abi.dylib 0x3981c599 cxa_current_exception_type + 0
2015-02-07 17:10:17.032 TestGame[180:907] critical: 11 libobjc.A.dylib 0x39dce9d1 objc_exception_rethrow + 12
2015-02-07 17:10:17.035 TestGame[180:907] critical: 12 CoreFoundation 0x32094f21 CFRunLoopRunSpecific + 456
2015-02-07 17:10:17.037 TestGame[180:907] critical: 13 CoreFoundation 0x32094d49 CFRunLoopRunInMode + 104
2015-02-07 17:10:17.039 TestGame[180:907] critical: 14 GraphicsServices 0x35c472eb GSEventRunModal + 74
2015-02-07 17:10:17.042 TestGame[180:907] critical: 15 UIKit 0x33faa301 UIApplicationMain + 1120
2015-02-07 17:10:17.045 TestGame[180:907] critical: 16 TestGame 0x016b222c wrapper_managed_to_native_UIKit_UIApplication_UIApplicationMain_int_string___intptr_intptr + 272
2015-02-07 17:10:17.048 TestGame[180:907] critical: 17 TestGame 0x0108aabc UIKit_UIApplication_Main_string___intptr_intptr + 52
2015-02-07 17:10:17.051 TestGame[180:907] critical: 18 TestGame 0x0108a960 UIKit_UIApplication_Main_string___string_string + 204
2015-02-07 17:10:17.053 TestGame[180:907] critical: 19 TestGame 0x0008bd90 TestGame_Program_Main_string + 172
2015-02-07 17:10:17.055 TestGame[180:907] critical: 20 TestGame 0x009075d4 wrapper_runtime_invoke_object_runtime_invoke_dynamic_intptr_intptr_intptr_intptr + 200
2015-02-07 17:10:17.058 TestGame[180:907] critical: 21 TestGame 0x025123cf mono_jit_runtime_invoke + 1158
2015-02-07 17:10:17.060 TestGame[180:907] critical: 22 TestGame 0x02553e85 mono_runtime_invoke + 88
2015-02-07 17:10:17.062 TestGame[180:907] critical: 23 TestGame 0x025571cf mono_runtime_exec_main + 282
2015-02-07 17:10:17.065 TestGame[180:907] critical: 24 TestGame 0x0255700d mono_runtime_run_main + 492
2015-02-07 17:10:17.069 TestGame[180:907] critical: 25 TestGame 0x02500a51 mono_jit_exec + 48
2015-02-07 17:10:17.071 TestGame[180:907] critical: 26 TestGame 0x025b09d4 xamarin_main + 2172
2015-02-07 17:10:17.074 TestGame[180:907] critical: 27 TestGame 0x0242044d main + 108
2015-02-07 17:10:17.076 TestGame[180:907] critical: 28 libdyld.dylib 0x3a205b20 + 0
2015-02-07 17:10:17.078 TestGame[180:907] critical:
Got a SIGSEGV while executing native code. This usually indicates
a fatal error in the mono runtime or one of the native libraries
used by your application.
AudioStreamBasicDescription: 2 ch, 44100 Hz, ‘lpcm’ (0x00000029) 32-bit little-endian float, deinterleaved
Nezz
February 7, 2015, 1:31pm
4
MediaPlayer.Volume is not supported on iOS 6.
Nezz
February 7, 2015, 1:32pm
5
greyp
February 8, 2015, 10:02am
7
Hi Nezz,
I tried bypassing MediaPlayer.Volume on iOS 6 but the same errors still exist. I messed with it a little bit and realized that it is MediaPlayer.Play() that is causing this problem. I commented that line out and the errors were gone.
Is there any way for MG to play music using MediaPlayer on iOS 6?
Nezz
February 8, 2015, 11:44am
8
It should work. You have to look at what the error is. For example you cannot use WMA because that’s only supported on Microsoft platforms.
greyp
February 8, 2015, 12:10pm
9
I was using the MonoGame pipeline to process the game contents and everything works fine on iOS7&8. And the music files are in MP3 format… =(
Nezz
February 8, 2015, 11:41pm
10
Strange. The MonoGame pipeline only produces mp4s, no mp3s (because you have to pay a license fee for them).
[quote=“Nezz, post:10, topic:1916, full:true”]
Strange. The MonoGame pipeline only produces mp4s, no mp3s (because you have to pay a license fee for them).
[/quote]The earlier content pipeline extensions for XNA produced MP3 files. We have moved away from that for our own content pipeline.
greyp
February 9, 2015, 5:04am
12
I’m using the latest MG source to build the content. The content processor I set for the music files is MonoGame Song. After building the solution, every mp3 file has a corresponding xnb file with the same file name. Not sure what the problem is…