Infeasible
Status Update
Comments
ci...@gmail.com <ci...@gmail.com> #2
I have exacty the same problem
an...@gmail.com <an...@gmail.com> #3
This seems to me a Smasung S2 Problem. Just tried it on a Motorola XOOM (Dual Core) and works fine so far.
Would be interesting if the other new (Dual Core) Mobile Devices like HTC Sensation have this Problem too.
Would be interesting if the other new (Dual Core) Mobile Devices like HTC Sensation have this Problem too.
zh...@gmail.com <zh...@gmail.com> #4
Same problem here.
ar...@gmail.com <ar...@gmail.com> #5
Lower number of max streams to 8 and re-encode sounds to mp3 96k+, generally speaking sound drivers and player implementation on samsung device with android 2.3.x are f***** up big time, what I've tested/found out:
- some OGG files that play on every other android device fail to load through MediaPlayer on SGS with 2.3
- AAC files (mp4) causes frequently hangs during loading through sound pool on SGS with 2.3
- some AAC files fail to play on Galaxy Tab with 2.3
- OGG files causes crashes when played through sound pool on SGS2
- some OGG files that play on every other android device fail to load through MediaPlayer on SGS with 2.3
- AAC files (mp4) causes frequently hangs during loading through sound pool on SGS with 2.3
- some AAC files fail to play on Galaxy Tab with 2.3
- OGG files causes crashes when played through sound pool on SGS2
zh...@gmail.com <zh...@gmail.com> #6
Same problem even just play wav files.
an...@gmail.com <an...@gmail.com> #7
* tried mp3 as mentioned wit 96+ encoding ....still same problem
dm...@vlasenko.ru <dm...@vlasenko.ru> #8
Same issue for me..
cr...@gmail.com <cr...@gmail.com> #9
I have the same problem. max 4 streams, mp3s encoded at 96k
cy...@gmail.com <cy...@gmail.com> #10
Same problem with my game with just 4 streams. But when I add stream, the "crash" appears earlier. The problem come from Android or Samsung?
da...@gmail.com <da...@gmail.com> #11
Can you provide the build fingerprint on the device you are able to reproduce this issue ?
da...@gmail.com <da...@gmail.com> #12
Hi, I have also problems with this issue. Seen it on 2/2 Samsung Galaxy SII devices. Have not seen it on any other phone.
I got a dump from the crash, I hope that can help:
I/DEBUG ( 2568): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG ( 2568): Build fingerprint: 'samsung/GT-I9100/GT-I9100:2.3.3/GINGERBREAD/XWKE2:user/release-keys'
I/DEBUG ( 2568): pid: 6046, tid: 6585 >>> <some text...> <<<
I/DEBUG ( 2568): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaad
...
I/DEBUG ( 2568): #00 pc 00015f40 /system/lib/libc.so
I/DEBUG ( 2568): #01 pc 000140a4 /system/lib/libc.so
I/DEBUG ( 2568): #02 pc 0001475a /system/lib/libc.so
I/DEBUG ( 2568): #03 pc 000009f4 /system/lib/libstdc++.so
I/DEBUG ( 2568): #04 pc 000336ee /system/lib/libmedia.so
I/DEBUG ( 2568): #05 pc 00032364 /system/lib/libmedia.so
I/DEBUG ( 2568): #06 pc 0002f3b4 /system/lib/libmedia.so
I/DEBUG ( 2568): #07 pc 0002fd7e /system/lib/libmedia.so
I/DEBUG ( 2568): #08 pc 0002ff02 /system/lib/libmedia.so
I/DEBUG ( 2568): #09 pc 00004764 /system/lib/libsoundpool.so
I got a dump from the crash, I hope that can help:
I/DEBUG ( 2568): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG ( 2568): Build fingerprint: 'samsung/GT-I9100/GT-I9100:2.3.3/GINGERBREAD/XWKE2:user/release-keys'
I/DEBUG ( 2568): pid: 6046, tid: 6585 >>> <some text...> <<<
I/DEBUG ( 2568): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaad
...
I/DEBUG ( 2568): #00 pc 00015f40 /system/lib/libc.so
I/DEBUG ( 2568): #01 pc 000140a4 /system/lib/libc.so
I/DEBUG ( 2568): #02 pc 0001475a /system/lib/libc.so
I/DEBUG ( 2568): #03 pc 000009f4 /system/lib/libstdc++.so
I/DEBUG ( 2568): #04 pc 000336ee /system/lib/libmedia.so
I/DEBUG ( 2568): #05 pc 00032364 /system/lib/libmedia.so
I/DEBUG ( 2568): #06 pc 0002f3b4 /system/lib/libmedia.so
I/DEBUG ( 2568): #07 pc 0002fd7e /system/lib/libmedia.so
I/DEBUG ( 2568): #08 pc 0002ff02 /system/lib/libmedia.so
I/DEBUG ( 2568): #09 pc 00004764 /system/lib/libsoundpool.so
da...@gmail.com <da...@gmail.com> #13
This is NOT specific to Samsung device, It can be reproduced on any dual-core device (although the reproduction rate might be different).
al...@gmail.com <al...@gmail.com> #14
I'm having this problem with SoundPool when playing many short MP3s at the same time.
But I could only reproduce it on the Samsung Galaxy S2 - on the HTC Sensation it works perfectly ...
But I could only reproduce it on the Samsung Galaxy S2 - on the HTC Sensation it works perfectly ...
sk...@googlemail.com <sk...@googlemail.com> #15
I cannot follow the first statement that the freeze can only be overcome by hard-reset. In fact every freeze I had so far (best tested with robo defense :-) could be handled by pressing home button, starting task-manager and ending the hanging app.
The problem cannot be worked-around by turning off sound.
The problem cannot be worked-around by turning off sound.
an...@gmail.com <an...@gmail.com> #16
i can confirm the Heap Dump (comment 11) i tested this on a Samsung S2 had the same Problem.
@Comment 14: If you mean "The Defense" (robo Defense is a other Game) you can turn Sound FX of in the Game under Options. This solves the Head Dump but is only a workaround for this (my) specific game =)
@Comment 14: If you mean "The Defense" (robo Defense is a other Game) you can turn Sound FX of in the Game under Options. This solves the Head Dump but is only a workaround for this (my) specific game =)
sk...@googlemail.com <sk...@googlemail.com> #17
I meant "robo defense", as stated. You cannot play a single level without having the problem. Easily reproducable.
to...@gmail.com <to...@gmail.com> #18
I have the same problem in my game, only in the Galaxy S2
jo...@gmail.com <jo...@gmail.com> #19
i have the same problem on Samsun Galaxy S2 in the "Robo defense" with sound enabled and "Pocket Legends" with/without sound enabled. Is there any solution?
ma...@gmail.com <ma...@gmail.com> #20
any patch / update to fix this problem yet? SGS2 user
sh...@gmail.com <sh...@gmail.com> #21
I have the same problem. I thought it is for a specific game, but then realized that it is a common problem.
wf...@gmail.com <wf...@gmail.com> #22
I have seem many people reported that by rooting and replacing the stock room with the lite'ning rom ver 1.5 (has to be 1.5! not 2.0, not 5.0), the issue is solved.
Dunno what's the magic there, but seems it work!
Dunno what's the magic there, but seems it work!
he...@gmail.com <he...@gmail.com> #24
I have the same error in PL. Game freezes/crashes frequently.
#21 The reports with Litening rom + open music player are mixed. Even for the newest version.
The crashes even happen with AOSP based roms.
I hope this gets fixed via aosp soon.
I hope this gets fixed soon
#21 The reports with Litening rom + open music player are mixed. Even for the newest version.
The crashes even happen with AOSP based roms.
I hope this gets fixed via aosp soon.
I hope this gets fixed soon
dm...@vlasenko.ru <dm...@vlasenko.ru> #25
[Comment deleted]
he...@gmail.com <he...@gmail.com> #26
#24
I've seen this bug mentioned in the CM7 development thread + changelogs, but I didn't find any info about this bug being fixed. I know CM7 used to have the bug like all other roms. Can you elaborate further? Fixed since nightly? Any links would be highly appreciated as well.
I've seen this bug mentioned in the CM7 development thread + changelogs, but I didn't find any info about this bug being fixed. I know CM7 used to have the bug like all other roms. Can you elaborate further? Fixed since nightly? Any links would be highly appreciated as well.
dm...@vlasenko.ru <dm...@vlasenko.ru> #27
[Comment deleted]
pe...@alanellis.co.uk <pe...@alanellis.co.uk> #28
@24
This is not fixed in CM7 builds. I have just tested this myself on the Galaxy S II with the latest nightly (20) and had a crash on my first round of Galcon with SFX enabled. Galcon being one of the many games suffering from crashes when sound is enabled. Another I haven't seen mentioned here is the cog in Cut The Rope.
This is not fixed in CM7 builds. I have just tested this myself on the Galaxy S II with the latest nightly (20) and had a crash on my first round of Galcon with SFX enabled. Galcon being one of the many games suffering from crashes when sound is enabled. Another I haven't seen mentioned here is the cog in Cut The Rope.
mn...@gmail.com <mn...@gmail.com> #29
Not sure related but robo defence, medieval tower def etc all freeze after a while.
Phone gets hot and battery life runs out quickly. On uk ke7 stock cpw build. does it happen
on tegra phones?
Phone gets hot and battery life runs out quickly. On uk ke7 stock cpw build. does it happen
on tegra phones?
ma...@gmail.com <ma...@gmail.com> #30
still no update? or we post at wrong site? should we post at Samsung forum or technical support forum? any admin here??
po...@gmail.com <po...@gmail.com> #31
Pocket Legend doesn't crash on Litening Rom (KH1 or KH3). I haven't tried other KH3 roms yet, but it seems like Samsung may have fixed this since KH1. Hard to say though with no changelogs, so I guess it could be Litening Rom only.
I've been playing for hours. No music player trick or nothing with NO crashes.
I've been playing for hours. No music player trick or nothing with NO crashes.
dm...@vlasenko.ru <dm...@vlasenko.ru> #32
Litening ROM 6.1 has this bug too, tested on "Cut the rop", levels with cog.
sk...@googlemail.com <sk...@googlemail.com> #33
The problem does not show up on asus eeepad transformer with honeycomb 3.2 which is also tegra dual core.
po...@gmail.com <po...@gmail.com> #34
I can only speak for Pocket Legends and I haven't had one single crash in Listening Rom 6.x. I've played several hours for more than a week and for on high quality.
I have no clue why. It's weird because I've now also tested on other Kh3 roms (same kernel) and the game crashes within a few minutes VERY often. So it's definitely not fixed in KH1or KH3 by Samsung.
So why not a single crash on LR 6.1?
I have no clue why. It's weird because I've now also tested on other Kh3 roms (same kernel) and the game crashes within a few minutes VERY often. So it's definitely not fixed in KH1or KH3 by Samsung.
So why not a single crash on LR 6.1?
sk...@googlemail.com <sk...@googlemail.com> #35
I can tell you that i just played a whole level robo defense with sound on S2 using speedmod kernel k1-t28. Changelog says it is build on samsung kernel update2. i am using litening 6.1 as rom.
sk...@googlemail.com <sk...@googlemail.com> #36
I have to withdraw my last comment. after playing two more levels it crashed again. nevertheless it seems to be ag least a bit better.
we...@gmail.com <we...@gmail.com> #37
Hey guys, I am using the GS2 (2.3.3) and I have the same freezing problem when playing robo defence, inotia 3 and sometimes the ninjump too.
Has there been a proven solution for this? I see some people mentioned about Litening Rom, does it really help?
Has there been a proven solution for this? I see some people mentioned about Litening Rom, does it really help?
po...@gmail.com <po...@gmail.com> #38
#36 I don't think there's a proper proven solution for this until it gets fixed from source.
It's true that Litening Rom, somehow gives me and other PL players fewer crashes (or no crashes at all), but in my case I can only speak for POCKET LEGENDS and not the other games mentioned here. In that particular game I went from frequent crashes every 5-20 min or so, to 1 crash (with low batt) in 2 weeks, after moving to Litening Rom 6.x. No other obvious changes. I don't know why and it certainly isn't a solution to anyone as it requires root.
It's true that Litening Rom, somehow gives me and other PL players fewer crashes (or no crashes at all), but in my case I can only speak for POCKET LEGENDS and not the other games mentioned here. In that particular game I went from frequent crashes every 5-20 min or so, to 1 crash (with low batt) in 2 weeks, after moving to Litening Rom 6.x. No other obvious changes. I don't know why and it certainly isn't a solution to anyone as it requires root.
zo...@gmail.com <zo...@gmail.com> #39
Got the same problem with Pocket Legends, Robo defense and Mini Squadron Lite (author changed the sound code to work around the problem on the full version) on my Galaxy S II on 2.3.3
Problem seems to happening on all dual-core Gingerbread phones. Honeycomb devices don't seem to be affected.
Problem seems to happening on all dual-core Gingerbread phones. Honeycomb devices don't seem to be affected.
im...@gmail.com <im...@gmail.com> #40
on my HTC Sensation this games works perfectly
jw...@gmail.com <jw...@gmail.com> #41
Same problem with .wav on S2. Samsung this needs to be fixed urgently!
da...@gmail.com <da...@gmail.com> #42
I got this crash on my Nexus S today, never seen that before so probably pretty rare. However shows that this is not only a dual-core problem (but maybe more frequent on dual-core).
Tombstone below.
I/DEBUG ( 72): Build fingerprint: 'google/soju/crespo:2.3.4/GRJ22/121341:use
r/release-keys'
I/DEBUG ( 72): pid: 18965, tid: 2364 >>> <my_app> <<<
I/DEBUG ( 72): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaa
d
I/DEBUG ( 72): r0 00000027 r1 deadbaad r2 a0000000 r3 00000000
I/DEBUG ( 72): r4 00000001 r5 00000000 r6 467518cc r7 011fffb4
I/DEBUG ( 72): r8 467519c4 r9 4675191c 10 00000003 fp 002d40b0
I/DEBUG ( 72): ip afd46668 sp 46751878 lr afd191d9 pc afd15ca4 cpsr 600
00030
I/DEBUG ( 72): d0 0000000000000084 d1 00000000000000d0
I/DEBUG ( 72): d2 0000001800000351 d3 4451d06c00000044
I/DEBUG ( 72): d4 006f006900640075 d5 006e0069006c0046
I/DEBUG ( 72): d6 0000007200650067 d7 0000000300004a15
I/DEBUG ( 72): d8 411000003f800000 d9 4080a80041900000
I/DEBUG ( 72): d10 4034d999cccccccd d11 42a0000000000050
I/DEBUG ( 72): d12 0000000000000000 d13 0000000000000000
I/DEBUG ( 72): d14 0000000000000000 d15 0000000000000000
I/DEBUG ( 72): d16 3fe0000000000000 d17 fc0f0a0bfc100b0b
I/DEBUG ( 72): d18 0707070703030303 d19 0000000000000000
I/DEBUG ( 72): d20 0100010001000100 d21 0100010001000100
I/DEBUG ( 72): d22 0000000000000000 d23 0000000000000000
I/DEBUG ( 72): d24 0000000000000000 d25 0000000000000000
I/DEBUG ( 72): d26 0003000300030003 d27 0002000200020002
I/DEBUG ( 72): d28 0004000400040004 d29 0004000400040004
I/DEBUG ( 72): d30 0001000000010000 d31 0001000000010000
I/DEBUG ( 72): scr 20000012
I/DEBUG ( 72):
I/DEBUG ( 72): #00 pc 00015ca4 /system/lib/libc.so
I/DEBUG ( 72): #01 pc 00013e08 /system/lib/libc.so
I/DEBUG ( 72): #02 pc 000144be /system/lib/libc.so
I/DEBUG ( 72): #03 pc 000009e4 /system/lib/libstdc++.so
I/DEBUG ( 72): #04 pc 0003179a /system/lib/libmedia.so
I/DEBUG ( 72): #05 pc 00030410 /system/lib/libmedia.so
I/DEBUG ( 72): #06 pc 0002d6b4 /system/lib/libmedia.so
I/DEBUG ( 72): #07 pc 0002e07a /system/lib/libmedia.so
I/DEBUG ( 72): #08 pc 0002e1fe /system/lib/libmedia.so
I/DEBUG ( 72): #09 pc 00004764 /system/lib/libsoundpool.so
I/DEBUG ( 72):
I/DEBUG ( 72): code around pc:
I/DEBUG ( 72): afd15c84 2c006824 e028d1fb b13368db c064f8df
I/DEBUG ( 72): afd15c94 44fc2401 4000f8cc 49124798 25002027
I/DEBUG ( 72): afd15ca4 f7f57008 2106ec7c edd8f7f6 460aa901
I/DEBUG ( 72): afd15cb4 f04f2006 95015380 95029303 e93ef7f6
I/DEBUG ( 72): afd15cc4 462aa905 f7f62002 f7f5e94a 2106ec68
I/DEBUG ( 72):
I/DEBUG ( 72): code around lr:
I/DEBUG ( 72): afd191b8 4a0e4b0d e92d447b 589c41f0 26004680
I/DEBUG ( 72): afd191c8 686768a5 f9b5e006 b113300c 47c04628
I/DEBUG ( 72): afd191d8 35544306 37fff117 6824d5f5 d1ef2c00
I/DEBUG ( 72): afd191e8 e8bd4630 bf0081f0 00028344 ffffff88
I/DEBUG ( 72): afd191f8 b086b570 f602fb01 9004460c a804a901
I/DEBUG ( 72):
I/DEBUG ( 72): stack:
I/DEBUG ( 72): 46751838 afd42664
I/DEBUG ( 72): 4675183c 000a7bf8
I/DEBUG ( 72): 46751840 00000015
I/DEBUG ( 72): 46751844 afd182a1 /system/lib/libc.so
I/DEBUG ( 72): 46751848 afd4270c
I/DEBUG ( 72): 4675184c afd426b8
I/DEBUG ( 72): 46751850 00000000
I/DEBUG ( 72): 46751854 afd191d9 /system/lib/libc.so
I/DEBUG ( 72): 46751858 00000001
I/DEBUG ( 72): 4675185c 4675188c
I/DEBUG ( 72): 46751860 467518cc
I/DEBUG ( 72): 46751864 011fffb4
I/DEBUG ( 72): 46751868 467519c4
I/DEBUG ( 72): 4675186c afd184fb /system/lib/libc.so
I/DEBUG ( 72): 46751870 df002777
I/DEBUG ( 72): 46751874 e3a070ad
I/DEBUG ( 72): #00 46751878 003dcdd8
I/DEBUG ( 72): 4675187c 467518b4
I/DEBUG ( 72): 46751880 0000001c
I/DEBUG ( 72): 46751884 afd46450
I/DEBUG ( 72): 46751888 467518cc
I/DEBUG ( 72): 4675188c fffffbdf
I/DEBUG ( 72): 46751890 467519c4
I/DEBUG ( 72): 46751894 0035e890
I/DEBUG ( 72): 46751898 00000011
I/DEBUG ( 72): 4675189c afd13e0d /system/lib/libc.so
I/DEBUG ( 72): #01 467518a0 4675194c
I/DEBUG ( 72): 467518a4 46751950
I/DEBUG ( 72): 467518a8 467518cc
I/DEBUG ( 72): 467518ac 46751950
I/DEBUG ( 72): 467518b0 467519c4
I/DEBUG ( 72): 467518b4 afd144c1 /system/lib/libc.so
Tombstone below.
I/DEBUG ( 72): Build fingerprint: 'google/soju/crespo:2.3.4/GRJ22/121341:use
r/release-keys'
I/DEBUG ( 72): pid: 18965, tid: 2364 >>> <my_app> <<<
I/DEBUG ( 72): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaa
d
I/DEBUG ( 72): r0 00000027 r1 deadbaad r2 a0000000 r3 00000000
I/DEBUG ( 72): r4 00000001 r5 00000000 r6 467518cc r7 011fffb4
I/DEBUG ( 72): r8 467519c4 r9 4675191c 10 00000003 fp 002d40b0
I/DEBUG ( 72): ip afd46668 sp 46751878 lr afd191d9 pc afd15ca4 cpsr 600
00030
I/DEBUG ( 72): d0 0000000000000084 d1 00000000000000d0
I/DEBUG ( 72): d2 0000001800000351 d3 4451d06c00000044
I/DEBUG ( 72): d4 006f006900640075 d5 006e0069006c0046
I/DEBUG ( 72): d6 0000007200650067 d7 0000000300004a15
I/DEBUG ( 72): d8 411000003f800000 d9 4080a80041900000
I/DEBUG ( 72): d10 4034d999cccccccd d11 42a0000000000050
I/DEBUG ( 72): d12 0000000000000000 d13 0000000000000000
I/DEBUG ( 72): d14 0000000000000000 d15 0000000000000000
I/DEBUG ( 72): d16 3fe0000000000000 d17 fc0f0a0bfc100b0b
I/DEBUG ( 72): d18 0707070703030303 d19 0000000000000000
I/DEBUG ( 72): d20 0100010001000100 d21 0100010001000100
I/DEBUG ( 72): d22 0000000000000000 d23 0000000000000000
I/DEBUG ( 72): d24 0000000000000000 d25 0000000000000000
I/DEBUG ( 72): d26 0003000300030003 d27 0002000200020002
I/DEBUG ( 72): d28 0004000400040004 d29 0004000400040004
I/DEBUG ( 72): d30 0001000000010000 d31 0001000000010000
I/DEBUG ( 72): scr 20000012
I/DEBUG ( 72):
I/DEBUG ( 72): #00 pc 00015ca4 /system/lib/libc.so
I/DEBUG ( 72): #01 pc 00013e08 /system/lib/libc.so
I/DEBUG ( 72): #02 pc 000144be /system/lib/libc.so
I/DEBUG ( 72): #03 pc 000009e4 /system/lib/libstdc++.so
I/DEBUG ( 72): #04 pc 0003179a /system/lib/libmedia.so
I/DEBUG ( 72): #05 pc 00030410 /system/lib/libmedia.so
I/DEBUG ( 72): #06 pc 0002d6b4 /system/lib/libmedia.so
I/DEBUG ( 72): #07 pc 0002e07a /system/lib/libmedia.so
I/DEBUG ( 72): #08 pc 0002e1fe /system/lib/libmedia.so
I/DEBUG ( 72): #09 pc 00004764 /system/lib/libsoundpool.so
I/DEBUG ( 72):
I/DEBUG ( 72): code around pc:
I/DEBUG ( 72): afd15c84 2c006824 e028d1fb b13368db c064f8df
I/DEBUG ( 72): afd15c94 44fc2401 4000f8cc 49124798 25002027
I/DEBUG ( 72): afd15ca4 f7f57008 2106ec7c edd8f7f6 460aa901
I/DEBUG ( 72): afd15cb4 f04f2006 95015380 95029303 e93ef7f6
I/DEBUG ( 72): afd15cc4 462aa905 f7f62002 f7f5e94a 2106ec68
I/DEBUG ( 72):
I/DEBUG ( 72): code around lr:
I/DEBUG ( 72): afd191b8 4a0e4b0d e92d447b 589c41f0 26004680
I/DEBUG ( 72): afd191c8 686768a5 f9b5e006 b113300c 47c04628
I/DEBUG ( 72): afd191d8 35544306 37fff117 6824d5f5 d1ef2c00
I/DEBUG ( 72): afd191e8 e8bd4630 bf0081f0 00028344 ffffff88
I/DEBUG ( 72): afd191f8 b086b570 f602fb01 9004460c a804a901
I/DEBUG ( 72):
I/DEBUG ( 72): stack:
I/DEBUG ( 72): 46751838 afd42664
I/DEBUG ( 72): 4675183c 000a7bf8
I/DEBUG ( 72): 46751840 00000015
I/DEBUG ( 72): 46751844 afd182a1 /system/lib/libc.so
I/DEBUG ( 72): 46751848 afd4270c
I/DEBUG ( 72): 4675184c afd426b8
I/DEBUG ( 72): 46751850 00000000
I/DEBUG ( 72): 46751854 afd191d9 /system/lib/libc.so
I/DEBUG ( 72): 46751858 00000001
I/DEBUG ( 72): 4675185c 4675188c
I/DEBUG ( 72): 46751860 467518cc
I/DEBUG ( 72): 46751864 011fffb4
I/DEBUG ( 72): 46751868 467519c4
I/DEBUG ( 72): 4675186c afd184fb /system/lib/libc.so
I/DEBUG ( 72): 46751870 df002777
I/DEBUG ( 72): 46751874 e3a070ad
I/DEBUG ( 72): #00 46751878 003dcdd8
I/DEBUG ( 72): 4675187c 467518b4
I/DEBUG ( 72): 46751880 0000001c
I/DEBUG ( 72): 46751884 afd46450
I/DEBUG ( 72): 46751888 467518cc
I/DEBUG ( 72): 4675188c fffffbdf
I/DEBUG ( 72): 46751890 467519c4
I/DEBUG ( 72): 46751894 0035e890
I/DEBUG ( 72): 46751898 00000011
I/DEBUG ( 72): 4675189c afd13e0d /system/lib/libc.so
I/DEBUG ( 72): #01 467518a0 4675194c
I/DEBUG ( 72): 467518a4 46751950
I/DEBUG ( 72): 467518a8 467518cc
I/DEBUG ( 72): 467518ac 46751950
I/DEBUG ( 72): 467518b0 467519c4
I/DEBUG ( 72): 467518b4 afd144c1 /system/lib/libc.so
na...@gmail.com <na...@gmail.com> #43
any solution to fix this problem yet?
re...@gmail.com <re...@gmail.com> #44
I contacted Samsung re: this issue on my Samsung Galax S2. Basically they made a note of the issue but gave no answers or offered any useful support. They made sure to ask if I was satisfied! So useless.... I would love a solution to this... Willing to try hacks and/or other roms...
la...@gmail.com <la...@gmail.com> #45
Same problem on my SGS2:
I/DEBUG (14406): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG (14406): Build fingerprint: 'samsung/GT-I9100/GT-I9100:2.3.3/GINGERBREAD/XWKE2:user/release-keys'
I/DEBUG (14406): pid: 5178, tid: 5630 >>> com.iopixel.basketball2 <<<
I/DEBUG (14406): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaad
I/DEBUG (14406): r0 00000027 r1 deadbaad r2 40000000 r3 00000000
I/DEBUG (14406): r4 00000001 r5 00000000 r6 00000001 r7 fac6d7dc
I/DEBUG (14406): r8 4b51ee34 r9 00525488 10 00100000 fp 00000001
I/DEBUG (14406): ip afd46688 sp 4b51edb8 lr afd19471 pc afd15f40 cpsr 60000030
I/DEBUG (14406): d0 0000100000000000 d1 0000100045800000
I/DEBUG (14406): d2 0000000945800000 d3 32eec9476dc9c883
I/DEBUG (14406): d4 3f2f60347f3321d2 d5 3fd3156e40000000
I/DEBUG (14406): d6 4580000040000000 d7 0000000000000000
I/DEBUG (14406): d8 000000003f800000 d9 0000000000000000
I/DEBUG (14406): d10 0000000000000000 d11 0000000000000000
I/DEBUG (14406): d12 0000000000000000 d13 0000000000000000
I/DEBUG (14406): d14 0000000000000000 d15 0000000000000000
I/DEBUG (14406): d16 3fe0000000000000 d17 3d27a8be22000000
I/DEBUG (14406): d18 3fe0000000000000 d19 3fe000000000017b
I/DEBUG (14406): d20 3fa55553e1053a42 d21 3fcc313332a08581
I/DEBUG (14406): d22 be555385e0000000 d23 be30dfd3a0000000
I/DEBUG (14406): d24 bfe30e75a0000000 d25 3e5dd928e0000000
I/DEBUG (14406): d26 3e5dd928e0000000 d27 3ef99342e0ee5069
I/DEBUG (14406): d28 3f139f6463c4652c d29 3f13d8d1aa1359fd
I/DEBUG (14406): d30 3efb2a7074bf7ad4 d31 0000000000000000
I/DEBUG (14406): scr 80000011
I/DEBUG (14406):
I/AudioFlinger( 2581): stop output streamType (1, 3) for 1
I/AudioFlinger( 2581): stop output streamType (1, 3) for 1
I/DEBUG (14406): #00 pc 00015f40 /system/lib/libc.so
I/DEBUG (14406): #01 pc 000140a4 /system/lib/libc.so
I/DEBUG (14406): #02 pc 0001475a /system/lib/libc.so
I/DEBUG (14406): #03 pc 000009f4 /system/lib/libstdc++.so
I/DEBUG (14406): #04 pc 0000419e /system/lib/libsoundpool.so
I/DEBUG (14406): #05 pc 00004530 /system/lib/libsoundpool.so
I/DEBUG (14406): #06 pc 00004556 /system/lib/libsoundpool.so
I/DEBUG (14406): #07 pc 000045de /system/lib/libsoundpool.so
I/DEBUG (14406): #08 pc 00004600 /system/lib/libsoundpool.so
I/DEBUG (14406): #09 pc 0002f7dc /system/lib/libmedia.so
I/DEBUG (14406): #10 pc 0002f984 /system/lib/libmedia.so
I/DEBUG (14406): #11 pc 0001d2d8 /system/lib/libutils.so
I/DEBUG (14406): #12 pc 0001d836 /system/lib/libutils.so
I/DEBUG (14406): #13 pc 00011b80 /system/lib/libc.so
I/DEBUG (14406): #14 pc 0001174c /system/lib/libc.so
I/DEBUG (14406):
I/DEBUG (14406): code around pc:
I/DEBUG (14406): afd15f20 2c006824 e028d1fb b13368db c064f8df
I/DEBUG (14406): afd15f30 44fc2401 4000f8cc 49124798 25002027
I/DEBUG (14406): afd15f40 f7f57008 2106eb46 ecbaf7f6 460aa901
I/DEBUG (14406): afd15f50 f04f2006 95015380 95029303 e820f7f6
I/DEBUG (14406): afd15f60 462aa905 f7f62002 f7f5e82c 2106eb32
I/DEBUG (14406):
I/DEBUG (14406): code around lr:
I/DEBUG (14406): afd19450 4a0e4b0d e92d447b 589c41f0 26004680
I/DEBUG (14406): afd19460 686768a5 f9b5e006 b113300c 47c04628
I/DEBUG (14406): afd19470 35544306 37fff117 6824d5f5 d1ef2c00
I/DEBUG (14406): afd19480 e8bd4630 bf0081f0 000280cc ffffff88
I/DEBUG (14406): afd19490 b086b570 f602fb01 9004460c a804a901
I/DEBUG (14406):
I/DEBUG (14406): stack:
I/DEBUG (14406): 4b51ed78 afd42684
I/DEBUG (14406): 4b51ed7c 000afba8
I/DEBUG (14406): 4b51ed80 00000015
I/DEBUG (14406): 4b51ed84 afd18539 /system/lib/libc.so
I/DEBUG (14406): 4b51ed88 afd42624
I/DEBUG (14406): 4b51ed8c afd467a4
I/DEBUG (14406): 4b51ed90 00000000
I/DEBUG (14406): 4b51ed94 afd19471 /system/lib/libc.so
I/DEBUG (14406): 4b51ed98 00000001
I/DEBUG (14406): 4b51ed9c 4b51edcc
I/DEBUG (14406): 4b51eda0 00000001
I/DEBUG (14406): 4b51eda4 fac6d7dc
I/DEBUG (14406): 4b51eda8 4b51ee34
I/DEBUG (14406): 4b51edac afd18793 /system/lib/libc.so
I/DEBUG (14406): 4b51edb0 df002777
I/DEBUG (14406): 4b51edb4 e3a070ad
I/DEBUG (14406): #00 4b51edb8 00000000
I/DEBUG (14406): 4b51edbc 00000002
I/DEBUG (14406): 4b51edc0 0000000c
I/DEBUG (14406): 4b51edc4 afd46470
I/DEBUG (14406): 4b51edc8 00000001
I/DEBUG (14406): 4b51edcc fffffbdf
I/DEBUG (14406): 4b51edd0 4b51ee34
I/DEBUG (14406): 4b51edd4 00153528
I/DEBUG (14406): 4b51edd8 00000043
I/DEBUG (14406): 4b51eddc afd140a9 /system/lib/libc.so
I/DEBUG (14406): #01 4b51ede0 00153528
I/DEBUG (14406): 4b51ede4 0007511c
I/DEBUG (14406): 4b51ede8 00000001
I/DEBUG (14406): 4b51edec 00000000
I/DEBUG (14406): 4b51edf0 4b51ee34
I/DEBUG (14406): 4b51edf4 afd1475d /system/lib/libc.so
I/DEBUG (14406): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
I/DEBUG (14406): Build fingerprint: 'samsung/GT-I9100/GT-I9100:2.3.3/GINGERBREAD/XWKE2:user/release-keys'
I/DEBUG (14406): pid: 5178, tid: 5630 >>> com.iopixel.basketball2 <<<
I/DEBUG (14406): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaad
I/DEBUG (14406): r0 00000027 r1 deadbaad r2 40000000 r3 00000000
I/DEBUG (14406): r4 00000001 r5 00000000 r6 00000001 r7 fac6d7dc
I/DEBUG (14406): r8 4b51ee34 r9 00525488 10 00100000 fp 00000001
I/DEBUG (14406): ip afd46688 sp 4b51edb8 lr afd19471 pc afd15f40 cpsr 60000030
I/DEBUG (14406): d0 0000100000000000 d1 0000100045800000
I/DEBUG (14406): d2 0000000945800000 d3 32eec9476dc9c883
I/DEBUG (14406): d4 3f2f60347f3321d2 d5 3fd3156e40000000
I/DEBUG (14406): d6 4580000040000000 d7 0000000000000000
I/DEBUG (14406): d8 000000003f800000 d9 0000000000000000
I/DEBUG (14406): d10 0000000000000000 d11 0000000000000000
I/DEBUG (14406): d12 0000000000000000 d13 0000000000000000
I/DEBUG (14406): d14 0000000000000000 d15 0000000000000000
I/DEBUG (14406): d16 3fe0000000000000 d17 3d27a8be22000000
I/DEBUG (14406): d18 3fe0000000000000 d19 3fe000000000017b
I/DEBUG (14406): d20 3fa55553e1053a42 d21 3fcc313332a08581
I/DEBUG (14406): d22 be555385e0000000 d23 be30dfd3a0000000
I/DEBUG (14406): d24 bfe30e75a0000000 d25 3e5dd928e0000000
I/DEBUG (14406): d26 3e5dd928e0000000 d27 3ef99342e0ee5069
I/DEBUG (14406): d28 3f139f6463c4652c d29 3f13d8d1aa1359fd
I/DEBUG (14406): d30 3efb2a7074bf7ad4 d31 0000000000000000
I/DEBUG (14406): scr 80000011
I/DEBUG (14406):
I/AudioFlinger( 2581): stop output streamType (1, 3) for 1
I/AudioFlinger( 2581): stop output streamType (1, 3) for 1
I/DEBUG (14406): #00 pc 00015f40 /system/lib/libc.so
I/DEBUG (14406): #01 pc 000140a4 /system/lib/libc.so
I/DEBUG (14406): #02 pc 0001475a /system/lib/libc.so
I/DEBUG (14406): #03 pc 000009f4 /system/lib/libstdc++.so
I/DEBUG (14406): #04 pc 0000419e /system/lib/libsoundpool.so
I/DEBUG (14406): #05 pc 00004530 /system/lib/libsoundpool.so
I/DEBUG (14406): #06 pc 00004556 /system/lib/libsoundpool.so
I/DEBUG (14406): #07 pc 000045de /system/lib/libsoundpool.so
I/DEBUG (14406): #08 pc 00004600 /system/lib/libsoundpool.so
I/DEBUG (14406): #09 pc 0002f7dc /system/lib/libmedia.so
I/DEBUG (14406): #10 pc 0002f984 /system/lib/libmedia.so
I/DEBUG (14406): #11 pc 0001d2d8 /system/lib/libutils.so
I/DEBUG (14406): #12 pc 0001d836 /system/lib/libutils.so
I/DEBUG (14406): #13 pc 00011b80 /system/lib/libc.so
I/DEBUG (14406): #14 pc 0001174c /system/lib/libc.so
I/DEBUG (14406):
I/DEBUG (14406): code around pc:
I/DEBUG (14406): afd15f20 2c006824 e028d1fb b13368db c064f8df
I/DEBUG (14406): afd15f30 44fc2401 4000f8cc 49124798 25002027
I/DEBUG (14406): afd15f40 f7f57008 2106eb46 ecbaf7f6 460aa901
I/DEBUG (14406): afd15f50 f04f2006 95015380 95029303 e820f7f6
I/DEBUG (14406): afd15f60 462aa905 f7f62002 f7f5e82c 2106eb32
I/DEBUG (14406):
I/DEBUG (14406): code around lr:
I/DEBUG (14406): afd19450 4a0e4b0d e92d447b 589c41f0 26004680
I/DEBUG (14406): afd19460 686768a5 f9b5e006 b113300c 47c04628
I/DEBUG (14406): afd19470 35544306 37fff117 6824d5f5 d1ef2c00
I/DEBUG (14406): afd19480 e8bd4630 bf0081f0 000280cc ffffff88
I/DEBUG (14406): afd19490 b086b570 f602fb01 9004460c a804a901
I/DEBUG (14406):
I/DEBUG (14406): stack:
I/DEBUG (14406): 4b51ed78 afd42684
I/DEBUG (14406): 4b51ed7c 000afba8
I/DEBUG (14406): 4b51ed80 00000015
I/DEBUG (14406): 4b51ed84 afd18539 /system/lib/libc.so
I/DEBUG (14406): 4b51ed88 afd42624
I/DEBUG (14406): 4b51ed8c afd467a4
I/DEBUG (14406): 4b51ed90 00000000
I/DEBUG (14406): 4b51ed94 afd19471 /system/lib/libc.so
I/DEBUG (14406): 4b51ed98 00000001
I/DEBUG (14406): 4b51ed9c 4b51edcc
I/DEBUG (14406): 4b51eda0 00000001
I/DEBUG (14406): 4b51eda4 fac6d7dc
I/DEBUG (14406): 4b51eda8 4b51ee34
I/DEBUG (14406): 4b51edac afd18793 /system/lib/libc.so
I/DEBUG (14406): 4b51edb0 df002777
I/DEBUG (14406): 4b51edb4 e3a070ad
I/DEBUG (14406): #00 4b51edb8 00000000
I/DEBUG (14406): 4b51edbc 00000002
I/DEBUG (14406): 4b51edc0 0000000c
I/DEBUG (14406): 4b51edc4 afd46470
I/DEBUG (14406): 4b51edc8 00000001
I/DEBUG (14406): 4b51edcc fffffbdf
I/DEBUG (14406): 4b51edd0 4b51ee34
I/DEBUG (14406): 4b51edd4 00153528
I/DEBUG (14406): 4b51edd8 00000043
I/DEBUG (14406): 4b51eddc afd140a9 /system/lib/libc.so
I/DEBUG (14406): #01 4b51ede0 00153528
I/DEBUG (14406): 4b51ede4 0007511c
I/DEBUG (14406): 4b51ede8 00000001
I/DEBUG (14406): 4b51edec 00000000
I/DEBUG (14406): 4b51edf0 4b51ee34
I/DEBUG (14406): 4b51edf4 afd1475d /system/lib/libc.so
re...@gmail.com <re...@gmail.com> #46
This bug needs a higher priority. It's been over three months and no progress nor any indication anyone is looking at this... Inotia 3 is especially sensitive to this bug. Based on previous comments upgrading to Lite'ning Rom V6.1 with an additional ninphetamine 2.1.3 upgrade has given me more stability. That got me Android 2.3.4/XXKH3 build. I now get crashes every couple hours instead of every few minutes. Crashes usually envolve a crash to desktop or a manually forced close of app. Once a crash happens they reoccur much more frequently and using "Clear Memory" from task manager after a crash returns the frequency of the next crash to hours instead of seconds to minutes. I have seen the odd spontaneous reboot of the phone mainly when it gets to lower battery percentages.
an...@gmail.com <an...@gmail.com> #47
Sadly I can't change the Priority for this Bug even - due to the fact that I'm the Creator. I'm even not quite sure If this is in "googles hands" to fix.
ma...@gmail.com <ma...@gmail.com> #48
For samsung devices, This should not be an issue some on some of the newer builds, hopefully users will update their devices via Kies (or FOTA where available) and developers should see less of the problems reported going forward.
re...@gmail.com <re...@gmail.com> #49
Re: Comment 47, why are you making general comments stating this is fixed for Samsung devices without identifying yourself, providing any supporting evidence or at least a build reference as to when you suggest this is fixed?
I haven't found anything which fixes this on my Samsung Galaxy S2 (although the frequency is much much less with Lite'ning Rom v6.1.) This is still an issue on the latest possible builds available via Kies for me and also still an issue in all the later builds found online and in Custom ROMs.
I haven't found anything which fixes this on my Samsung Galaxy S2 (although the frequency is much much less with Lite'ning Rom v6.1.) This is still an issue on the latest possible builds available via Kies for me and also still an issue in all the later builds found online and in Custom ROMs.
po...@gmail.com <po...@gmail.com> #50
I've tried up to stock Kh3. It's not been fixed in new samsung fw .
ra...@gmail.com <ra...@gmail.com> #51
on galaxy sii it's not fixed even in the latest build KI4
ra...@gmail.com <ra...@gmail.com> #52
on galaxy sii it's not fixed even in the latest build KI4
as...@googlemail.com <as...@googlemail.com> #53
Ok guys, I've flashed litening 6.1 tonight with ninphetamine 2.1.3 kernel and just played pocket legends with a fully charged battery until it shut down due to battery going flat, it didn't crash or freeze on me once. I've also deleted alot of system apps and widgets i don't use aswell. I'm hoping this isn't just fluke so I'll post back once I've had another blast.
al...@hotmail.com <al...@hotmail.com> #54
please guys we are depending on u im kinda sick of the crushes
ti...@gmail.com <ti...@gmail.com> #55
I am having the same problem, and I vote heavily for this to fixed. I'm returning my Galaxy S2 and will not purchase another Android phone until I can confirm this is fixed.
da...@gmail.com <da...@gmail.com> #56
Cant tell you how I know but kernel 3.0 seems to solve this issue. However if that is ever to be runned on the S2 is more than I know.
mc...@gmail.com <mc...@gmail.com> #57
This is a very frustrating problem. It crashes quite often when playing Star Legends. Sad to say, but I will be changing phones soon if this does not get rectified in due time.
la...@gmail.com <la...@gmail.com> #58
I got the same problem on SGS2. The screen freeze when I turn the taps in "Cut the Rope" with sound on(first level in gift box). The problem disappeared if I turn the sound off. Problem exists on official rom(2.3.3 & 2.3.5). This problem is annoying and should be fixed asap!
ve...@gmail.com <ve...@gmail.com> #59
We're having multiple users reporting this problem in our published app https://market.android.com/details?id=com.frimastudio.android.SpaceShooter
We are using a Sound Manager that utilizes both MediaPlayer and Soundpool classes. MediaPlayer is used for background music while Soundpool is used for pretty much every other in-game sounds (menu sounds, SFX, character dialogs, etc.) After aquiring a Galaxy S2, we are able to confirm the freeze/crashes are indeed related to the usage of the soundpool as we receive the same log as comment #11 when the game crashes. Deactivating any calls to SoundPool.play() seems to prevent the error from happening and we are considering advising our users to turn off the in-game soundFXs in order to be able to play on their devices. We can also confirm that this issue seems to be present only on Gingerbread Dual-Core devices as this didn't occur to us on Honeycomb powered Moto Xoom.
This is very troublesome for us as we specifically switched to using the soundpool class during development instead of a third-party librairy (F-MOD) as lag was induced when dynamically loading sounds between our Native engine and the java android SDK and cannot really consider switching back to another sound library because of that.
We are getting several bad reviews from our users because of this problem and wish this can be resolved in a timely matter. If you can provide us any feedback concerning the resolution of this bug or keep us updated on it we would be very grateful.
We are using a Sound Manager that utilizes both MediaPlayer and Soundpool classes. MediaPlayer is used for background music while Soundpool is used for pretty much every other in-game sounds (menu sounds, SFX, character dialogs, etc.) After aquiring a Galaxy S2, we are able to confirm the freeze/crashes are indeed related to the usage of the soundpool as we receive the same log as
This is very troublesome for us as we specifically switched to using the soundpool class during development instead of a third-party librairy (F-MOD) as lag was induced when dynamically loading sounds between our Native engine and the java android SDK and cannot really consider switching back to another sound library because of that.
We are getting several bad reviews from our users because of this problem and wish this can be resolved in a timely matter. If you can provide us any feedback concerning the resolution of this bug or keep us updated on it we would be very grateful.
ro...@dotemu.com <ro...@dotemu.com> #60
We are experiencing the same issue on our R-TYPE Android port.
We are in the process of implementing FMOD software mixer to circumvent it, since we need to support Android 2.1/2.2 ans OpenSL ES is not available on these platforms.
Looking forward for a fix.
Best Regards,
Romain Tisserand
CTO & Co-Founder
DotEmu SAS
We are in the process of implementing FMOD software mixer to circumvent it, since we need to support Android 2.1/2.2 ans OpenSL ES is not available on these platforms.
Looking forward for a fix.
Best Regards,
Romain Tisserand
CTO & Co-Founder
DotEmu SAS
da...@gmail.com <da...@gmail.com> #61
OpenSL ES is not available on Android 2.2 and lower, but i don't believe this problem is occurring on any pre-2.3 devices (or at the very least, there are no dual core phones running 2.2 or below). So your app can use dynamic library linking to implement two sound engines, selecting the correct one as necessary.
I wrote a post on my blog with a high level overview of our switch from SoundPool to OpenSL. It may or may not be useful to developers experiencing these issues.
http://www.grayfinstudios.com/post?id=ag1ncmF5Zmlud2ViYXBwcgwLEgRQb3N0GIHuBQw
I wrote a post on my blog with a high level overview of our switch from SoundPool to OpenSL. It may or may not be useful to developers experiencing these issues.
la...@gmail.com <la...@gmail.com> #62
Does Google know this issue or working anything on it?
ja...@gmail.com <ja...@gmail.com> #63
Daniel, thanks for the article! I made a test app with SoundPool and OpenSL support, and an example of OpenSL availability detection. It seems to be fairly efficient for reproducing the problem as well. It's a bit limited, but may be useful for somebody looking into workarounds.
http://www.pallosalama.com/?p=192
http://code.google.com/p/opensl-soundpool/
ja...@gmail.com <ja...@gmail.com> #64
I received the 2.3.5 update for the international version of the SGS2 from Samsung yesterday, and I can't seem to reproduce the problem anymore.
wh...@gmail.com <wh...@gmail.com> #65
[Comment deleted]
[Deleted User] <[Deleted User]> #66
i use SGS2 i too hav same problem
mc...@gmail.com <mc...@gmail.com> #67
Gingerbread 2.3.5 available through Kies still has not eradicate the problem.
ro...@gmail.com <ro...@gmail.com> #68
I9100XWKI8 2 hours of playing - no crash!
po...@gmail.com <po...@gmail.com> #69
Be careful with just a few hours test.
I can still reproduce this bug in pocket legends on KI8. So it's not fixed.
I can still reproduce this bug in pocket legends on KI8. So it's not fixed.
dm...@vlasenko.ru <dm...@vlasenko.ru> #70
What about I9100XWKI8 + SiyahKernel 1.8? Test it please.. I didn't test it enough..
wf...@gmail.com <wf...@gmail.com> #71
I still experienced the same bug on the latest 2.3.5 updates when playing StarLegend... Damn, has someone find a solution for this yet?
ro...@gmail.com <ro...@gmail.com> #72
I am sorry. But with GT-I9100_NEE_I9100XWKI8_I9100OXXKI2_I9100XXKI4 old bootloader + Star Legend no promblem till now. 5 hours of playing. So weird to play with no crash...
an...@gmail.com <an...@gmail.com> #73
I can confirm that his happens for me too. Almost all games.
Leave devil alone does it too along with many other games I've deleted.
I have no idea how to help me away from this problem, maybe we should all email samsung and hope for the best. One email won't make them work on it, but 100 might.
Leave devil alone does it too along with many other games I've deleted.
I have no idea how to help me away from this problem, maybe we should all email samsung and hope for the best. One email won't make them work on it, but 100 might.
po...@gmail.com <po...@gmail.com> #74
Afaik HTC dualcore phones do not suffer from this bug even though this soap bug exists. And yes, do contact Samsung about this as well. Its a highly annoying bug.
sk...@gmail.com <sk...@gmail.com> #75
[Comment deleted]
sk...@gmail.com <sk...@gmail.com> #76
I have a same bug, my app works fine on DroidX but no sound on Samsung Gal tab add-on and get the
"AudioFlinger could not create track Status -12"
error.
Its so annoying , my developer console is filling up with errors from users.
"AudioFlinger could not create track Status -12"
error.
Its so annoying , my developer console is filling up with errors from users.
de...@solheimsvollen.net <de...@solheimsvollen.net> #77
[Comment deleted]
an...@gmail.com <an...@gmail.com> #78
This is still a Problem / Bug. And it's causing bad Reviews non-stop. I think there could be a workaround by reimplmementing the Soundpool by instumentising the MediaPlayer. So Pooling Mediaplayers in a SoundPool-Like Wrapper and make sure they work the same way SoundPool.
la...@gmail.com <la...@gmail.com> #79
Hello everybody, with the help of supercurio, we have contacted SamsungMobile. They have reproduced this bug. You can follow progress on our twitter accounts (ellis2323 and supercurio).
pa...@gmail.com <pa...@gmail.com> #81
I saw the same problem on Kindle fire.
pe...@gmail.com <pe...@gmail.com> #82
We also ran into this issue with the Fire. Dropping our max streams from 8 to 4 seem to have made the error rare enough that it didn't occur in several hours of testing. Of course, that doesn't really feel like a fix. We're using ogg files if it matters.
la...@gmail.com <la...@gmail.com> #83
For SGS 2, it seems that samsung engineers have fixed the problem. But it isn't yet available.
ga...@gmail.com <ga...@gmail.com> #84
I have the same problem. If I play a game for more than 5-10 minutes, then my entire phone freezes. I've tried with several different games. Although I like Samsung, I think it's a Google Android problem. If there's not a fix out, next time I think I'll just spend a little more and get an iphone.
er...@gmail.com <er...@gmail.com> #85
@gavbeing: It's an Samsung Galaxy 2 problem, not an android problem.
dm...@vlasenko.ru <dm...@vlasenko.ru> #86
I hope in ICS this problem will be solved..
na...@gmail.com <na...@gmail.com> #87
I was having an issue with multiple games on my Samsung galaxy s2 epic 4g touch where the games would close. Just wanted to add this and say that I too, turn off the sound and the crashing stops. So it is definitely an issue. I did want to reiterate what has been said, but I figure the more reports the better.
ga...@gmail.com <ga...@gmail.com> #88
Just got the EK02 update on the Epic 4G Touch still having the same problem. With - The World of Magic and The Infinite Dark. Tried to turn off sound on both games they both freeze or just close.
ch...@gmail.com <ch...@gmail.com> #89
same problem with my SGS2, play AirPenguin 2-3 stage, freeze with background music on.
mr...@gmail.com <mr...@gmail.com> #90
I have the same issue also, cant get past 5 minutes on Spectral Souls
me...@gmail.com <me...@gmail.com> #91
Downloaded and installed in excess of 20 games from android market that crash due to this issue. I have uk vodaphone version of the sgs2 on the latest firmware available. Most recent game I have reproduced the bug is grand theft auto 3. Which is completely unplayable. Please bump this bug as the phone cannot run hd games as advertised. It's been at least 4 months now with no fix.
tr...@gmail.com <tr...@gmail.com> #92
im using s2 just got it bc it was supposed to be super cool devices now im thinking that it has a very serius bugg....... please fix this bug. its very anoying that even with the dual core the device freezes like an old computer!!!!!
ch...@gmail.com <ch...@gmail.com> #93
I'm having the same problem with modern combat 3. I'm running on android version 2.3.6 on sgs2. The game crashes really frequently on mission 4. I tried turning off sounds but it doesn't work. Sad to say but it does seem to be a common problem
ma...@gmail.com <ma...@gmail.com> #94
Same problem using AndEngine on my Galaxy S2 here.
su...@dinobytestudios.com <su...@dinobytestudios.com> #95
[Comment deleted]
su...@dinobytestudios.com <su...@dinobytestudios.com> #96
This was causing an issue for us too on Galaxy SII. In the end we had to pull the release of Flick Pool and re-wrote our SoundManager to use the MediaPlayer instead of the SoundPool class. Recommend other developers do the same until this issue is resolved as we haven't seen any issues on Galaxy SII since switching to the MediaPlayer class. Hope this helps someone avoid the panic we had :-)
jo...@gmail.com <jo...@gmail.com> #97
i get this issue with Moto Atrix dual core.
la...@gmail.com <la...@gmail.com> #98
No soundpool bugs detected with ICS rom (XXLPQ). Long long wait...
cl...@gmail.com <cl...@gmail.com> #99
Just discovered my game SpaceWarz3D suffers from the same problem. COME ON SAMSUNG!
ap...@gmail.com <ap...@gmail.com> #100
I am wondering if anyone has a way to detect a problem device?
cl...@gmail.com <cl...@gmail.com> #101
the icecreamsandwich update appears to resolve the issue (on my samsung galaxy s 2).
ko...@gmail.com <ko...@gmail.com> #102
More than one year passed and still no solutions. What a support!
ca...@gmail.com <ca...@gmail.com> #103
Dats the only bad part on the gs2 (or maybe Ics 4.0.3) :/
so...@gmail.com <so...@gmail.com> #104
I have same problem it crashes to main screan and I have lg connect duel core
sa...@gmail.com <sa...@gmail.com> #105
Samsung Galaxy S2 (Sprint), OS 2.6.35.7-SPH-D710.EL29-CL852097. Haven't tried ICS but it doesn't matter much b/c people still use older OS. Occasional but not too infrequent hangs, enough to be annoying, in android.media.SoundPool.play (native method) in one of my app's worker threads, according to jdb. MediaPlayer continues playing background sound while app is hung. App loads a number of ~1 sec or less sounds, and when loading is complete, plays them at various times including simultaneously. Max number simult. set to 16. Actual number attempted can be more than that; app relies on the promise in http://developer.android.com/reference/android/media/SoundPool.html that an existing stream will be stopped to let the new one start. I don't know a workaround though have yet to try progressively reducing the load on the SoundPool by reducing audio quality; not something I want to do.
jb...@android.com <jb...@android.com> #106
This report applies to an Android-based device, and the issue tracker where you reported it specializes in issues within the Open Source source code of the Android platform.
We are not able to provide support for individual devices. Please report this issue in the support forum for your device, which might be hosted by your device manufacturer or by the operator where you got your device.
We are not able to provide support for individual devices. Please report this issue in the support forum for your device, which might be hosted by your device manufacturer or by the operator where you got your device.
ar...@gmail.com <ar...@gmail.com> #107
Problem is still not solved. I tried a lot of tower defense games (DefenR Pro, ZowerDefense, Zombie TD,....) with my S2 and all are freezing after a while, worst case with hard reset. Friend of mine has an S3 and there it is the same behavior!!!! :-/
aw...@gmail.com <aw...@gmail.com> #108
ด
vp...@gmail.com <vp...@gmail.com> #109
Same problem is seen Moto G as well !! Any updates on Work around or Is some one looking into this issue??
Other then SoundPool, do we have anyother way to play small mp3 clips ??
Other then SoundPool, do we have anyother way to play small mp3 clips ??
aj...@gmail.com <aj...@gmail.com> #110
Same error on Samsung Tab 8. Stack trace:
01-27 16:53:10.960 V/AlarmManager( 2304): waitForAlarm result :4
01-27 16:53:10.965 V/AlarmManager( 2304): trigger ELAPSED_REALTIME_WAKEUP or RTC_WAKEUP
01-27 16:53:10.970 V/AwesomePlayer( 1865): notifyListner_l() msg (3-MEDIA_BUFFERING_UPDATE), ext1 (5), ext2 (0)
01-27 16:53:10.970 V/MediaPlayerService( 1865): [5] notify (0x41b42e18, 3, 5, 0)
01-27 16:53:10.970 V/AwesomePlayer( 1865): cachedDurationUs = 73.91 secs, eos=0
01-27 16:53:10.970 V/MediaPlayer( 4575): message received msg=3, ext1=5, ext2=0
01-27 16:53:10.970 V/MediaPlayer( 4575): buffering 5
01-27 16:53:10.970 V/MediaPlayer( 4575): callback application
01-27 16:53:10.970 V/MediaPlayer( 4575): back from callback
01-27 16:53:10.970 F/Looper ( 4575): Could not create epoll instance. errno=24
01-27 16:53:10.970 W/google-breakpad( 4575): ExceptionHandler::GenerateDump sys_pipe failed:
01-27 16:53:10.970 W/google-breakpad( 4575): Too many open files
01-27 16:53:10.970 W/google-breakpad( 4575):
01-27 16:53:11.005 W/google-breakpad( 4575): ExceptionHandler::SendContinueSignalToChild sys_write failed:
01-27 16:53:11.005 W/google-breakpad( 4575): Bad file number
01-27 16:53:11.005 W/google-breakpad( 8049): ExceptionHandler::WaitForContinueSignal sys_read failed:
01-27 16:53:11.005 W/google-breakpad( 8049): Bad file number
01-27 16:53:11.005 W/google-breakpad( 8049):
01-27 16:53:11.005 W/google-breakpad( 4575):
01-27 16:53:11.060 V/MediaPlayerService( 1865): Client(5) destructor pid = 4575
01-27 16:53:11.060 V/MediaPlayerService( 1865): disconnect(5) from pid 4575
01-27 16:53:11.060 V/StagefrightPlayer( 1865): reset
01-27 16:53:11.060 V/AwesomePlayer( 1865): reset() --> cancelWait(mCachedSource isBusy = 0)
01-27 16:53:11.060 V/AwesomePlayer( 1865): reset_l()
01-27 16:53:11.060 V/AwesomePlayer( 1865): addBatteryData
01-27 16:53:11.060 V/AwesomePlayer( 1865): cancelPlayerEvents (keepNotifications=0)
01-27 16:53:11.060 V/AwesomePlayer( 1865): mAudioTrackVector clear
01-27 16:53:11.060 W/TimedEventQueue( 1865): Event 65459 was not found in the queue, already cancelled?
01-27 16:53:11.060 V/AudioSink( 1865): stop
01-27 16:53:11.060 V/LvOutput( 1865): initCheck: 0
01-27 16:53:11.060 V/LvOutput( 1865): detachEffects: detach processing for output 2, stream 3, session 25
01-27 16:53:11.060 V/LvOutput( 1865): detachEffects: no output processing was attached to this stream
01-27 16:53:10.960 V/AlarmManager( 2304): waitForAlarm result :4
01-27 16:53:10.965 V/AlarmManager( 2304): trigger ELAPSED_REALTIME_WAKEUP or RTC_WAKEUP
01-27 16:53:10.970 V/AwesomePlayer( 1865): notifyListner_l() msg (3-MEDIA_BUFFERING_UPDATE), ext1 (5), ext2 (0)
01-27 16:53:10.970 V/MediaPlayerService( 1865): [5] notify (0x41b42e18, 3, 5, 0)
01-27 16:53:10.970 V/AwesomePlayer( 1865): cachedDurationUs = 73.91 secs, eos=0
01-27 16:53:10.970 V/MediaPlayer( 4575): message received msg=3, ext1=5, ext2=0
01-27 16:53:10.970 V/MediaPlayer( 4575): buffering 5
01-27 16:53:10.970 V/MediaPlayer( 4575): callback application
01-27 16:53:10.970 V/MediaPlayer( 4575): back from callback
01-27 16:53:10.970 F/Looper ( 4575): Could not create epoll instance. errno=24
01-27 16:53:10.970 W/google-breakpad( 4575): ExceptionHandler::GenerateDump sys_pipe failed:
01-27 16:53:10.970 W/google-breakpad( 4575): Too many open files
01-27 16:53:10.970 W/google-breakpad( 4575):
01-27 16:53:11.005 W/google-breakpad( 4575): ExceptionHandler::SendContinueSignalToChild sys_write failed:
01-27 16:53:11.005 W/google-breakpad( 4575): Bad file number
01-27 16:53:11.005 W/google-breakpad( 8049): ExceptionHandler::WaitForContinueSignal sys_read failed:
01-27 16:53:11.005 W/google-breakpad( 8049): Bad file number
01-27 16:53:11.005 W/google-breakpad( 8049):
01-27 16:53:11.005 W/google-breakpad( 4575):
01-27 16:53:11.060 V/MediaPlayerService( 1865): Client(5) destructor pid = 4575
01-27 16:53:11.060 V/MediaPlayerService( 1865): disconnect(5) from pid 4575
01-27 16:53:11.060 V/StagefrightPlayer( 1865): reset
01-27 16:53:11.060 V/AwesomePlayer( 1865): reset() --> cancelWait(mCachedSource isBusy = 0)
01-27 16:53:11.060 V/AwesomePlayer( 1865): reset_l()
01-27 16:53:11.060 V/AwesomePlayer( 1865): addBatteryData
01-27 16:53:11.060 V/AwesomePlayer( 1865): cancelPlayerEvents (keepNotifications=0)
01-27 16:53:11.060 V/AwesomePlayer( 1865): mAudioTrackVector clear
01-27 16:53:11.060 W/TimedEventQueue( 1865): Event 65459 was not found in the queue, already cancelled?
01-27 16:53:11.060 V/AudioSink( 1865): stop
01-27 16:53:11.060 V/LvOutput( 1865): initCheck: 0
01-27 16:53:11.060 V/LvOutput( 1865): detachEffects: detach processing for output 2, stream 3, session 25
01-27 16:53:11.060 V/LvOutput( 1865): detachEffects: no output processing was attached to this stream
Description
This Bug only appears on the new Samsung Glaxy S2 (DUAL CORE)
Create a SoundPool(32,...) and a "GameThread" that plays multiple Ogg Files (around 10kb) in prallel. After a "certain" time the game freezes. No Stack Trace involved. In Eclipse you maybe can see a heap Dump.
(or my Game e.g. com.af.defense.free)
- What happened.
Game crashes to the Main screen, or freezes. If there is A Freeze only a hard Reset can be done.
- What you think the correct behavior should be.
On MultiCore Devices the SoundPool should behave the same as on normal devices.