Search Issue Tracker
Fixed in 2017.4.0
Votes
15
Found in
5.3.4p1
Issue ID
784161
Regression
Yes
[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)
Comments (3)
-
Matti-Jokipii
Jan 15, 2017 17:51
-
SharkmanSam
May 29, 2016 23:22
fix and add more audio features please!
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Crash on "StoredGraphicsBuffer::GetGfxBufferID" when activating VFX via extention of Activation Track in Timeline window
- [Linux] Stack trace file path and line number information is missing when IL2CPP Stacktrace Information is set to "Method Name, File Name, and Line Number"
- Warnings due to obsolete Object.FindObjectsByType<T> usage and [SerializeReference] are logged when opening the Netcode for Entities setup scene
- Non-standard pointers cannot change Inspector values with arrow controls when crossing Inspector area
- No longer able to change the Toggle or Slider GameObjects' Target Graphic value and a NullReferenceException is thrown when the Target Graphic value is set to None at any point
Resolution Note (fix version 2017.4.0):
Fixed in 2018.4