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Fixed in 2017.4.0



Found in


Issue ID




[iOS] onAudioFilterRead allocates memory every frame instead of reusing the same buffer



How to reproduce:

1. Open attached project
2. Open scene Untitled.unity
3. Build to iOS and run
4. Attach the Unity profiler to the device
- Observe how the Memory Used Total slowly increases (about 0.1 every 4 seconds or so) until it reaches a certain amount, then it gets Garbage Collected

- Reproduced in Version 5.3.4p1 (e89f89413a91), Version 5.4.0b13 (90500643c620) on an iPhone 5 (iOS 7.1), iPhone 6+ (iOS 9.3)
- The initial Used Total amount in 5.4b13 (~50mb) is greater than in 5.3.4 (~30mb), and the memory is also more unstable (but has a linear increase pattern)
- Not reproducible in Version 5.2.4f1 (98095704e6fe)

  1. Resolution Note (fix version 2017.4.0):

    Fixed in 2018.4

Comments (3)

  1. Olulekan01

    Dec 24, 2019 10:19

    I cannot believe I'm reading a wonderful presentation like this. You have really done a great job gathering this great and interesting experience. Thanks for sharing. For further experience:

  2. SharkmanSam

    May 29, 2016 23:22

    fix and add more audio features please!

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