This is how it can be done With MacOS:

https://stackoverflow.com/questions/3166783/how-to-increase-the-limit-of-maximum-open-files-in-c-on-mac-os-x/3214064#3214064

Maybe you can use the same APIs with iOS?

> On 20 Jul 2017, at 00:48, Paul Davis <[email protected]> wrote:
> 
> On OSX/MacOS, the limit can be modified by an application subject to limits 
> set by the system administrator and hard limits in the kernel ((sometimes). I 
> have no idea if iOS exports the same API.
> 
> On Wed, Jul 19, 2017 at 2:14 PM, Douglas Scott <[email protected] 
> <mailto:[email protected]>> wrote:
> The maximum number of open files is a iOS/Unix system limitation:
> 
> MyIphone:~ mobile$ ulimit -n
> 256
> 
> The library you are calling into cannot modify this system limit itself.  I 
> do not know if this can be modified by running apps or not.  You will need to 
> trim down your sound bank files to less than 256 samples.
> 
> 
> Regarding memory limits, there is no way to know this - the amount depends on 
> how much is already allocated by the total system.  iOS allocates memory up 
> from the total memory pool available, until it can’t, and then it kills your 
> app.  No API to know how much is left or whether you will hit the boundary.
> 
> -DS
> 
>> On Jul 19, 2017, at 7:07 AM, Ramon Poca Cos <[email protected] 
>> <mailto:[email protected]>> wrote:
>> 
>> Hi there,
>> 
>> I’ve been hitting different problems with AVAudioUnitSampler using both 
>> EXS24 and SF2 files.
>> For EXS24 I’ve got a kAudio_TooManyFilesOpenError  due to the number of .wav 
>> files of the sample.
>> For SF2 I submitted a radar about crashes but as I was using AudioKit and 
>> Apple won’t check it until I reproduce it with basic CoreAudio.
>> 
>> So, is there any documentation at all about memory/file size/files open 
>> limits for AVAudioSampler? And related, what sample memory size can I use 
>> on, say, a basic iPhone 5S without running into trouble?
>> 
>> --
>> Ramon Poca - [email protected] <mailto:[email protected]>
>> 
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