Details
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Bug
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Status: Open
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Major
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Resolution: Unresolved
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3.6.3, 4.1.3, 6.4.0
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None
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iOS 9 and iOS 10
Description
If iOS issues a memory warning while playing a sound, all sounds are terminated. However the ios/CDVSound.m plugin does not update the state of its JS-clients, so the last state the Client knows is Media.MEDIA_RUNNING, which is untrue after a memory warning. This results in incorrect clientside status.
Problem: A user's software component may send pause() instead of play() (toggle button) effectively rendering the sound unplayable without recovery. This happened in our case.
Fix: Do not discard currently playing sounds. The first memory warning arrives exactly when the App enters the yellow area and consumes 500MB however it may consume 750MB and more according to Xcode so terminating sounds on "memory warning" is incorrect behavior.
https://github.com/apache/cordova-plugin-media/blob/master/src/ios/CDVSound.m#L814
How to reproduce: Add 1 or 2 large animated GIFs with 200+ frames to the UIWebView, this will consume 500MB quickly while playing the GIFs, or simulate the memory warning using the iOS Simulator while playing a sound.