Author Topic: BASS.NET API 2.4.17.2  (Read 1088564 times)

toob

  • Posts: 137
Re: BASS.NET API 2.4.12.3
« Reply #1425 on: 3 Nov '16 - 13:41 »
I've hit another issue,  my stream is always zero, perhaps you would have a look at the attached?

So windows stereo mix is on channel 8, assuming they are numbered from 0?
Stereo Mix (IDT High Definition Audio CODEC)

Code: [Select]
        Dim _wasapi As BassWasapiHandler
        Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_UPDATEPERIOD, 0)
        Bass.BASS_Init(8, 441000, BASSInit.BASS_DEVICE_DEFAULT, IntPtr.Zero)

        _wasapi = New BassWasapiHandler(8, False, 44100, 2, 1.0F, 1.0F)
        _wasapi.Init()
        _stream = _wasapi.InputChannel
        If _wasapi.DeviceMute Then
            _wasapi.DeviceMute = False
        End If
        _wasapi.Start()

_stream = _wasapi.InputChannel

_stream is zero, I assume this should not be zero if music is playing on channel 8?

I've attached the debug output from _wasapi, does this look right?

Thanks you

radio42

  • Posts: 4802
Re: BASS.NET API 2.4.12.3
« Reply #1426 on: 3 Nov '16 - 13:54 »
You can not open an Wasapi Output Device and expect, that the "InputChannel" property is automatically set ;-)

Please see here:
http://www.bass.radio42.com/help/html/3754810e-7296-7e09-1466-bcd73b56eeb5.htm
and
http://www.bass.radio42.com/help/html/3cc63e6e-272a-36dc-cedb-248d52eeeaf3.htm

The above link also contains a sample to open an Wasapi Input or Loopback Device.
Note, that for each Wasapi Output Device a corresponding Loopback Device exists (which has a different device number!)
If you want to record the Stereo-Output, you must use that respective Loopback Device.

toob

  • Posts: 137
Re: BASS.NET API 2.4.12.3
« Reply #1427 on: 3 Nov '16 - 17:28 »
Well I've been at this all day I must be missing something obvious?

These are my audio channels

Code: [Select]
0 SONY AVSYSTEM (Intel(R) Display Audio) loop=False
1 SONY AVSYSTEM (Intel(R) Display Audio) loop=True
2 Speakers and Headphones (IDT High Definition Audio CODEC) loop=False
3 Speakers and Headphones (IDT High Definition Audio CODEC) loop=True
4 22W_LCD_TV (Intel(R) Display Audio) loop=False
5 22W_LCD_TV (Intel(R) Display Audio) loop=True
6 Communications Headphones (IDT High Definition Audio CODEC) loop=False
7 Communications Headphones (IDT High Definition Audio CODEC) loop=True
8 Stereo Mix (IDT High Definition Audio CODEC) loop=False
9 External Mic (IDT High Definition Audio CODEC) loop=False
10 Internal Mic (IDT High Definition Audio CODEC) loop=False
11 Microphone (ManyCam Virtual Microphone) loop=False

I'm using 3 as this is the speaker output with loopback

This is my WasapiHandler

Code: [Select]
Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_UPDATEPERIOD, 0)
Bass.BASS_Init(3, 441000, BASSInit.BASS_DEVICE_DEFAULT, IntPtr.Zero)
_stream = Bass.BASS_StreamCreate(44100, 2, BASSFlag.BASS_SAMPLE_FLOAT Or BASSFlag.BASS_STREAM_DECODE, BASSStreamProc.STREAMPROC_PUSH)
_wasapi = New BassWasapiHandler(3, True, 44100, 2, 0, 0)
_wasapi.SetFullDuplex(3, BASSFlag.BASS_STREAM_DECODE, False)
_wasapi.Init()
_wasapi.DeviceVolume = 1.0F
_stream = _wasapi.InputChannel
_wasapi.Start()
Me.timer_newBPM.Enabled = True

and my timer event where I'm going to use _stream to count beats.

Code: [Select]
Private Sub timer_newBPM_Tick(sender As System.Object, e As System.EventArgs) Handles timer_newBPM.Tick
    Dim beat As Boolean = _bpm.ProcessAudio(_stream, False)
    If beat Then
        Me.Label6.Text = _bpm.BPM.ToString("#00")
    Else
        Me.Label6.Text = "no beats / " & _stream.ToString
    End If
End Sub

issue is _stream is still zero causing ProcessAudio to always be false.

Can you see where I have gone wrong please?

radio42

  • Posts: 4802
Re: BASS.NET API 2.4.12.3
« Reply #1428 on: 3 Nov '16 - 19:06 »
Please try to use the Wasapi Device in shared mode - I guess your exclusive mode fails.
I.e. use:
_wasapi = New BassWasapiHandler(3, False, 44100, 2, 0, 0)


This (initial) call also seems obsolete and can be removed:
_stream = Bass.BASS_StreamCreate(44100, 2, BASSFlag.BASS_SAMPLE_FLOAT Or BASSFlag.BASS_STREAM_DECODE, BASSStreamProc.STREAMPROC_PUSH)

toob

  • Posts: 137
Re: BASS.NET API 2.4.12.3
« Reply #1429 on: 3 Nov '16 - 19:31 »
Code: [Select]
        Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_UPDATEPERIOD, 0)
        Bass.BASS_Init(3, 44100, BASSInit.BASS_DEVICE_DEFAULT, IntPtr.Zero)
        _wasapi = New BassWasapiHandler(3, False, 44100, 2, 0, 0)
        _wasapi.SetFullDuplex(3, BASSFlag.BASS_STREAM_DECODE, False)
        _wasapi.Init()
        _wasapi.DeviceVolume = 1.0F
        _stream = _wasapi.InputChannel
        _wasapi.Start()
_stream still zero

radio42

  • Posts: 4802
Re: BASS.NET API 2.4.12.3
« Reply #1430 on: 3 Nov '16 - 20:09 »
Then please check after each call BASS_Error_GetCode as well as, if  _wasapi.SetFullDuplex returns TRUE?!
And also remove the initial Bass.BASS_SetConfig call, as you now play something via BASS.

As well as remove the BASSFlag.BASS_STREAM_DECODE flag from your SetFullDuplex call.

And note, that the full duplex steam is represented by the 'OutputChannel' properties.
« Last Edit: 3 Nov '16 - 20:13 by radio42 »

toob

  • Posts: 137
Re: BASS.NET API 2.4.12.3
« Reply #1431 on: 4 Nov '16 - 15:13 »
Thank you for your help.

Okay
Code: [Select]
Bass.BASS_Init(3, 44100, BASSInit.BASS_DEVICE_SPEAKERS, IntPtr.Zero)
where chan 3 is:  Speakers and Headphones (IDT High Definition Audio CODEC) loop=True
reports err 23 Illegal device number

So I changed the chan to 2  Speakers and Headphones (IDT High Definition Audio CODEC) loop=False
Code: [Select]
Bass.BASS_Init(2, 44100, BASSInit.BASS_DEVICE_SPEAKERS, IntPtr.Zero)
No err 0 All is OK

after this all other calls return 0 no error

In the timer loop
Code: [Select]
Dim beat As Boolean = _bpm.ProcessAudio(_stream, False)
_stream = -2147483647

Assuming that _stream is really the speaker output the issue now is that boolean 'beat' always return false.

« Last Edit: 4 Nov '16 - 15:16 by toob »

toob

  • Posts: 137
Re: BASS.NET API 2.4.12.3
« Reply #1432 on: 4 Nov '16 - 15:25 »
SOLVED! Thank you for all your help

toob

  • Posts: 137
Re: BASS.NET API 2.4.12.3
« Reply #1433 on: 4 Nov '16 - 20:10 »
I'm now using BASS_FX_BPM_BeatCallbackSet method to count live beats from speaker output. What would be the reason why BPMBEATPROC only fires between 2 & 9 times depending on track then stops when being fed from WasapiHandler?

After trying other tracks it appears to stop after a rhythm change or a vocal starts. So if there is a regular drum pattern it will continue until a vocal starts. On tracks without a regular beat it only fires a couple of times before stopping. Doesn't make sense I know!

If I use the same BPMBEATPROC but feed it with a file stream it runs continuously as expected.

This stops after regular drum beat finished and or vocal starts
Code: [Select]
         Bass.BASS_Init(2, 44100, BASSInit.BASS_DEVICE_DEFAULT, IntPtr.Zero)
         _wasapi = New BassWasapiHandler(3, False, 44100, 1, 0.0F, 0.0F)
        _wasapi.SetFullDuplex(2, BASSFlag.BASS_DEFAULT, False)
        _wasapi.Init()
        _wasapi.DeviceVolume = 1.0F
        _stream = _wasapi.InputChannel
        _wasapi.Start()
       
        _beatProc = New BPMBEATPROC(AddressOf MyBeatProc)
        BassFx.BASS_FX_BPM_BeatCallbackSet(_stream, _beatProc, IntPtr.Zero)
Code: [Select]
     Private Sub MyBeatProc(channel As Integer, beatpos As Double, user As IntPtr)
              Me.TextBox1.Text = Me.TextBox1.Text & beatpos & vbCrLf

The devices I'm using above
Code: [Select]
2 Speakers and Headphones (IDT High Definition Audio CODEC) loop=False
3 Speakers and Headphones (IDT High Definition Audio CODEC) loop=True

However when fed from a file stream it works as expected, same tracks
Code: [Select]
      Bass.BASS_Init(-1, 44100, BASSInit.BASS_DEVICE_DEFAULT, Me.Handle)
      _stream = Bass.BASS_StreamCreateFile("C:\Users\Mark\Music\MP3\Cheri - Murphys law.mp3", 0L, 0L, BASSFlag.BASS_DEFAULT)
      Bass.BASS_ChannelSetAttribute(_stream, BASSAttribute.BASS_ATTRIB_VOL, 1)
      _beatProc = New BPMBEATPROC(AddressOf MyBeatProc)
       BassFx.BASS_FX_BPM_BeatCallbackSet(_stream, _beatProc, IntPtr.Zero)
       Bass.BASS_ChannelPlay(_stream, True)
« Last Edit: 6 Nov '16 - 13:42 by toob »

toob

  • Posts: 137
Re: BASS.NET API 2.4.12.3
« Reply #1434 on: 5 Nov '16 - 14:56 »
Would I be better posting this issue on the FX forum thread?

toob

  • Posts: 137
Re: BASS.NET API 2.4.12.3
« Reply #1435 on: 8 Nov '16 - 09:47 »
I still cannot get BPMBEATPROC to fire more than a few times when being fed by BassWasapi on any track played. See above for code, can anyone help please?

Pedro Leonardo

  • Posts: 86
Re: BASS.NET API 2.4.12.3
« Reply #1436 on: 18 Nov '16 - 17:15 »
Hi, why GetListeners always returns -1?

my code


Code: [Select]

if (_broadCast != null)
{
       this.labelStatus.Text = String.Format("Up since: {0}D {1:00}:{2:00}:{3:00}   Bytes enviados: {4:N00} KB   Listeners : {5:0000}",
                                    _broadCast.TotalConnectionTime.Days, _broadCast.TotalConnectionTime.Hours, _broadCast.TotalConnectionTime.Minutes, _broadCast.TotalConnectionTime.Seconds,
                                    _broadCast.TotalBytesSend / 1024, _broadCast.GetListeners(null));
            }


Regards
Leonardo

radio42

  • Posts: 4802
Re: BASS.NET API 2.4.12.5
« Reply #1437 on: 16 Dec '16 - 13:28 »
16.12.2016: Version 2.4.12.5 is out!

Note:
   - Support for BASSmidi v2.4.10.0 added
   - Support for DSD and APE addon in Bass.Net.WinStore

Full Install:
 www.un4seen.com/filez/4/Bass24.Net.zip

Lib only:
 www.un4seen.com/filez/4/Bass24.Net_update.zip


IMPORTANT NOTE:
With this release I do NOT provide any setup.exe tool anymore!
This means, the full install is a plain zip file (just like for the native bass lib).
Just extract it to any new folder of your choice.

« Last Edit: 1 Jan '17 - 10:46 by radio42 »

MaxWolf

  • Posts: 2
Re: BASS.NET API 2.4.12.4
« Reply #1438 on: 21 Dec '16 - 02:17 »
Hello!
I am using bass.net(v2.0) in game engine unity on osx and windows. I have some problem with StreamCreateURL method: on windows work both urls "http://icecast.timlradio.co.uk/vr160.ogg"(from example "netradio") and "http://mubert.com:49994/1750_Cmin_ogg", but on osx url "http://mubert.com:49994/1750_Cmin_ogg" don't work, error - BASS_ERROR_FILEFORM. The same code on both OS.
What a problem on osx?

radio42

  • Posts: 4802
Re: BASS.NET API 2.4.12.4
« Reply #1439 on: 21 Dec '16 - 07:26 »
Good question, but I guess I cannot answer this, as that is handled by the native BASS library.
So we need to ask Ian about it...

Ian @ un4seen

  • Administrator
  • Posts: 25283
Re: BASS.NET API 2.4.12.4
« Reply #1440 on: 21 Dec '16 - 17:11 »
I am using bass.net(v2.0) in game engine unity on osx and windows. I have some problem with StreamCreateURL method: on windows work both urls "http://icecast.timlradio.co.uk/vr160.ogg"(from example "netradio") and "http://mubert.com:49994/1750_Cmin_ogg", but on osx url "http://mubert.com:49994/1750_Cmin_ogg" don't work, error - BASS_ERROR_FILEFORM. The same code on both OS.
What a problem on osx?

The problem appears to be that BASS is sending an HTTP/1.0 request and the server requires HTTP/1.1. Changing it to an HTTP/1.1 request gets the stream working. I seem to recall that there were some streams in the past that required HTTP/1.0 requests, but perhaps that is no longer the case today. Anyway, here's an update that will send HTTP/1.1 requests:

   www.un4seen.com/stuff/libbass.dylib

Let me know if you have trouble with any other URLs.

MaxWolf

  • Posts: 2
Re: BASS.NET API 2.4.12.4
« Reply #1441 on: 22 Dec '16 - 00:16 »
I am using bass.net(v2.0) in game engine unity on osx and windows. I have some problem with StreamCreateURL method: on windows work both urls "http://icecast.timlradio.co.uk/vr160.ogg"(from example "netradio") and "http://mubert.com:49994/1750_Cmin_ogg", but on osx url "http://mubert.com:49994/1750_Cmin_ogg" don't work, error - BASS_ERROR_FILEFORM. The same code on both OS.
What a problem on osx?

The problem appears to be that BASS is sending an HTTP/1.0 request and the server requires HTTP/1.1. Changing it to an HTTP/1.1 request gets the stream working. I seem to recall that there were some streams in the past that required HTTP/1.0 requests, but perhaps that is no longer the case today. Anyway, here's an update that will send HTTP/1.1 requests:

   www.un4seen.com/stuff/libbass.dylib

Let me know if you have trouble with any other URLs.

It works well. Thank you.
And on iOS I have the same problem, can you update iOS library too?

Ian @ un4seen

  • Administrator
  • Posts: 25283
Re: BASS.NET API 2.4.12.4
« Reply #1442 on: 22 Dec '16 - 14:51 »
Yep, here's an iOS version of the update:

   www.un4seen.com/stuff/libbass.a

azur3

  • Posts: 4
Re: BASS.NET API 2.4.12.1
« Reply #1443 on: 31 Dec '16 - 17:49 »
Hello! I recently upgraded Bass.Net library for my project from v2.4.11 to latest 2.4.12.4 version, and the native Bass library too. Like zenon found a strange behavior , I found this thing too.

I've noticed a strange behavior on this version (previously I used the 2.4.10 and had no issues).

With the following code:

Code: [Select]
            bool isBassLoad = Bass.LoadMe();

            System.Diagnostics.Debug.WriteLine("isBassLoad: " + isBassLoad);
            System.Diagnostics.Debug.WriteLine("bass error: " + Bass.BASS_ErrorGetCode());

            isBassLoad = Bass.BASS_Init(-1, 44100, BASSInit.BASS_DEVICE_DEFAULT, IntPtr.Zero);

            System.Diagnostics.Debug.WriteLine("isBassInit: " + isBassLoad);
            System.Diagnostics.Debug.WriteLine("bass error: " + Bass.BASS_ErrorGetCode());

I have the output:

isBassLoad: False
bass error: BASS_OK
isBassInit: True
bass error: BASS_OK

So, why if isBassLoad=false, everything ahead works well ?

My system is Windows 10

A similar issue happens to me too, but a bit different. I use this code to load the library:

Code: [Select]
string codeBase = System.Reflection.Assembly.GetExecutingAssembly().CodeBase;
UriBuilder uri = new UriBuilder(codeBase);
string path = Uri.UnescapeDataString(uri.Path);
string LibPath = Path.GetDirectoryName(path);

switch (Utils.Is64Bit)
{
    case true: LibPath = string.Format("{0}_{1}", LibPath, "x64"); break;
    case false: LibPath = string.Format("{0}_{1}", LibPath, "x86"); break;
}

bool libLoaded = Bass.LoadMe(LibPath);
// The value of LibPath variable exists, even the x86 and the x64 one.
// It worked with Bass.Net v2.4.11.0.

if (!libLoaded)
{
      //Now with Bass.Net v2.4.12.4, the call of BASS_ErrorGetCode() throws [System.DllNotFoundException] everytime.
    throw new Exception(string.Concat("Audio Library Not Found!", Environment.NewLine, Bass.BASS_ErrorGetCode().ToString()));
}
// Other parts of the code is never reached, like the BASS_Init below.

if (!Bass.BASS_Init(defDevice, 44100, BASSInit.BASS_DEVICE_LATENCY | BASSInit.BASS_DEVICE_CPSPEAKERS, _handle))
{
    throw new Exception(Bass.BASS_ErrorGetCode().ToString());
}

So without any modification of the code above, the v2.4.11.0 vesion loaded bass.dll correctly from the given path, but the new v2.4.12.4 throws [System.DllNotFoundException] {"Unable to load DLL: „bass”: The specified module could not be found. (Exception from HRESULT: 0x8007007E)"} If I call Bass.LoadMe() without given path, it always return false with the new version, the old one loads it correctly. I have separated 32bit and 64bit bass native dlls into two directories, and placed the correct ones from the latest downloadable archive. Even the newer bass.dll works with the old Bass.Net assembly, but not with the latest. I'm using the one compiled for .net 2.0 and tried to use on Windows 7 SP1 x64.

Is this an internal issue with the .net wrapper,  or after upgrade, I have to change something in my code?
Thanks for any reply, and Happy New Year for everyone! :)
« Last Edit: 31 Dec '16 - 19:13 by azur3 »

radio42

  • Posts: 4802
Re: BASS.NET API 2.4.12.5
« Reply #1444 on: 1 Jan '17 - 10:44 »
There was indeed an issue in the 'LoadMe' function.
A new v2.4.12.5 is available which fixed it - so please re-download and try this one.

aaronwalwyn

  • Posts: 7
Re: BASS.NET API 2.4.12.5
« Reply #1445 on: 3 Jan '17 - 17:06 »
Hi,

So i've been having a problem using BASS for android in conjunction with BASS.net and Unity3D. We are using BASS for audio recording and playback however the recording component seems to cause a crash every time the recording is stopped. The same code works fine on Windows without an issue, we have a temporary work around in place however it's not good for the memory.

Code: [Select]
public override bool Initialise() {
        if (!init) {
            DebugTools.Log("\n" + BassNet.InternalName, true, false);
            DebugTools.Log("Bass.NET registered", true);

            _myRecProc = new RECORDPROC(MyRecording);

            Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_UPDATETHREADS, 2);
            Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_UPDATEPERIOD, 10);
            Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_BUFFER, 5000);
            Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_SRC, 0);
            Bass.BASS_SetConfig(BASSConfig.BASS_CONFIG_REC_BUFFER, 2000);

            bool bassInit = Bass.BASS_RecordInit(-1);

            if (handle == 0) handle = Bass.BASS_RecordStart(recordFrequency, 1, BASSFlag.BASS_RECORD_PAUSE | BASSFlag.BASS_SAMPLE_MONO | BASSFlag.BASS_STREAM_AUTOFREE, 10, _myRecProc, IntPtr.Zero);

            startedInput = false;

            if (handle != 0 && bassInit && _myRecProc != null) {
                init = true;
                return true;
            }
        }

        return false;
    }

    public override bool StartInput() {
        if (handle == 0) {
            DebugTools.Log(Bass.BASS_ErrorGetCode(), true, true);
            return false;
        } else {
            _recbuffer = null;
            continueRecording = true;
            DebugTools.Log(handle + " : Recording", true);
            bool start = Bass.BASS_ChannelPlay(handle, true);
            DebugTools.Log("Start Recording: " + start, true);
            return start;
        }
    }

    public override bool StopInput() {
        if (handle != 0) {
            continueRecording = false;                                                      // **** <-------------------- Crash Happens Here!!!!!!!!!!!!!!!!!!!!!!!
            DebugTools.Log("Record Continue: " + continueRecording, true, true);
            handle = 0;
            Bass.BASS_RecordFree();

            startedInput = false;
        }
        return true;
    }

    private bool MyRecording(int handle, IntPtr buffer, int length, IntPtr user) {

        DebugTools.Track("Rec Time", (Bass.BASS_ChannelGetPosition(handle) / 100000f).ToString("#.##"));

        if (length > 0 && continueRecording) {

            _recbuffer = new byte[length];

            if (!muted) Marshal.Copy(buffer, _recbuffer, 0, length);
            if (LevelManager.instance != null)
                LevelManager.instance.localAvatar.mainLoopCallback(_recbuffer);
        }

        return continueRecording;
    }

Any help as to why the application is crashing everytime the continueRecording is set to false would be much appreciated.

-AW

radio42

  • Posts: 4802
Re: BASS.NET API 2.4.12.5
« Reply #1446 on: 3 Jan '17 - 18:17 »
Are you sure, that the 'crash' (whatever that might be; is it an AccessViolation?) happens exactly at this point?

I would more assume, that it might happen with the BASS_RecordFree() all; as this might free a buffer; which you are still accessing in your RECORDPROC (see Marshal.Copy).
Have you tried placing a mutex (lock) around both?

azur3

  • Posts: 4
Re: BASS.NET API 2.4.12.5
« Reply #1447 on: 3 Jan '17 - 22:15 »
There was indeed an issue in the 'LoadMe' function.
A new v2.4.12.5 is available which fixed it - so please re-download and try this one.

The LoadMe still throws the error "Unable to load DLL: „bass”: The specified module could not be found. (Exception from HRESULT: 0x8007007E)", I cannot force my application to load bass.dll from a specified directory, and the relevant one for x64 or x86 systems.

radio42

  • Posts: 4802
Re: BASS.NET API 2.4.12.5
« Reply #1448 on: 4 Jan '17 - 07:49 »
@azur3: I guess the build process did not include the latest version in the zip. I corrected that.
So please re-download the latest version and try again!
Sorry for any inconvenience.

aaronwalwyn

  • Posts: 7
Re: BASS.NET API 2.4.12.5
« Reply #1449 on: 4 Jan '17 - 11:05 »
Are you sure, that the 'crash' (whatever that might be; is it an AccessViolation?) happens exactly at this point?

I would more assume, that it might happen with the BASS_RecordFree() all; as this might free a buffer; which you are still accessing in your RECORDPROC (see Marshal.Copy).
Have you tried placing a mutex (lock) around both?

Yes i'm pretty sure the crash happens at this point, both stopping the recording using this method or calling BASS.Bass_ChannelStop() cause it to crash on android. I've tried this both with/out the RecordFree() and with/out a mutex lock and it still crashes.

Basically every time the recording is stopped it crashes on Android. Below is the stacktrace output from the adb.

Code: [Select]
01-04 10:55:35.526   253   253 F DEBUG   : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***
01-04 10:55:35.526   253   253 F DEBUG   : CM Version: '13.1.2-ZNH2KAS3P0-bacon'
01-04 10:55:35.526   253   253 F DEBUG   : Build fingerprint: 'oneplus/bacon/A0001:6.0.1/MHC19Q/ZNH2KAS3P0:user/release-keys'
01-04 10:55:35.526   253   253 F DEBUG   : Revision: '0'
01-04 10:55:35.527   253   253 F DEBUG   : ABI: 'arm'
01-04 10:55:35.527   253   253 F DEBUG   : pid: 26157, tid: 26171, name: UnityMain  >>> com.SpeechGraphics.SG_Com_Unity <<<
01-04 10:55:35.527   253   253 F DEBUG   : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x88cc0528
01-04 10:55:35.554   253   253 F DEBUG   :     r0 88cc0528  r1 88cc1000  r2 fffffe8c  r3 88cc1000
01-04 10:55:35.554   253   253 F DEBUG   :     r4 88cc0528  r5 00000001  r6 88cc0ffc  r7 aed7e000
01-04 10:55:35.554   253   253 F DEBUG   :     r8 847cc1e0  r9 972fdc90  sl 9fb838f0  fp aef44bd4
01-04 10:55:35.554   253   253 F DEBUG   :     ip b399fed8  sp aef44ba8  lr b38c142c  pc b38c139c  cpsr 80010010
01-04 10:55:35.561   253   253 F DEBUG   :
01-04 10:55:35.561   253   253 F DEBUG   : backtrace:
01-04 10:55:35.562   253   253 F DEBUG   :     #00 pc 002b439c  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.562   253   253 F DEBUG   :     #01 pc 002b4428  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so (GC_push_all_stack+72)
01-04 10:55:35.562   253   253 F DEBUG   :     #02 pc 002bd0a8  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.562   253   253 F DEBUG   :     #03 pc 002bd178  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.562   253   253 F DEBUG   :     #04 pc 002b8ee4  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.562   253   253 F DEBUG   :     #05 pc 002b5ed8  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.562   253   253 F DEBUG   :     #06 pc 002b27d8  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.562   253   253 F DEBUG   :     #07 pc 002ac8ac  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.562   253   253 F DEBUG   :     #08 pc 002ac390  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.562   253   253 F DEBUG   :     #09 pc 002ad154  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.563   253   253 F DEBUG   :     #10 pc 002ad1f4  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.563   253   253 F DEBUG   :     #11 pc 00139c6c  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so (mono_gc_collect+40)
01-04 10:55:35.563   253   253 F DEBUG   :     #12 pc 00171fb4  /data/app/com.SpeechGraphics.SG_Com_Unity-2/lib/arm/libmono.so
01-04 10:55:35.563   253   253 F DEBUG   :     #13 pc 00007744  <unknown>