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https://issues.apache.org/jira/browse/CB-11513?page=com.atlassian.jira.plugin.system.issuetabpanels:all-tabpanel
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Thomas K. updated CB-11513:
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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.
was:
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.
> iOS memory warning stops sound, but does not send status to JS-client
> ---------------------------------------------------------------------
>
> Key: CB-11513
> URL: https://issues.apache.org/jira/browse/CB-11513
> Project: Apache Cordova
> Issue Type: Bug
> Components: Plugin Media
> Affects Versions: 3.6.3, 4.1.3, 6.1.0
> Environment: iOS 9.3 iPhone 6
> Reporter: Thomas K.
>
> 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.
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