Comments (9)
It seems as if something is calling Thread#interrupt()
on that thread. The library itself should only ever trigger interrupts on the threads which fill the audio buffers, so I can't think of how it could be the cause.
If you can reproduce it locally, maybe you can set a breakpoint on Thread#interrupt()
to see what is calling it for that thread?
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I can reproduce it every time, and it happens on both my Desktop(running win10 and jdk1.8_121) and my macbook pro (running Mac OS X El Capitan and jdk1.8_60)
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Well I figured out the cause, There was multiple threads trying to call <AudioPlayer>.provide()
to send the next packet to the udpSocket. But, it just fails to load tracks from soundcloud altogether now.
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So, I figured out that tracks from Sound Cloud need some time before they can be played.
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Still does not resolve your core problem that at the moment you call .provide()
, your thread is in the interrupted state. The code which throws the actual exception:
if (Thread.interrupted())
throw new InterruptedException();
While your thread is in that state, any blocking operation may throw an exception like that.
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Ok, but while I was running through the stack trace in debug with the break point I set I noticed that if a SoundCloudAudioTrack is played as soon as AudioLoadResultHandler#trackLoaded(AudioTrack track)
is called it hasn't started to load the audio and ends with LOAD_FAILED
before beginning to load the audio.
I noticed this because AudioPlayer#provide()
wasn't throwing the error until it had been called like 13~16 times, and each of those times it returned a terminator
frame.
But if I put a youtube track in before the soundcloud track and let it play through the youtube one, it was able to load the one from soundcloud.
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also I don't start calling AudioPlayer#provide()
until after AudioEventAdapter#onTrackStart()
is called, which usually happens a few seconds after I call AudioPlayer#playTrack(track)
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If you ever get LOAD_FAILED
, get the stack trace as well. Terminator frame is only produced once per track (and is consumed by AudioPlayer internally).
Did you ever find what was interrupting that thread though?
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I'm pretty sure that my code was borked and was trying to call AudioPlayer#provide()
several times before AudioPlayer#provide()
was able to return an AudioFrame
for any of the calls.
Either way I have already fixed the issue on my end, so I'm going to close this issue.
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