Hi All,
I've got a strange situation where I've got an app that downloads and plays audio from the Internet sequentially (CB, in the app store), and while this hasn't been an issue historically, I've noticed that under iOS 10, the app's local storage space usage seems to grow by the amount of audio data that's playing.
The current in-store version is a little long in the tooth, and was built in Obj-C, so I figured I'd have some fun and rebuild it from the ground up in Swift. In both cases, I download the data into an in-memory object (NSData in the old one, Data in the new one), read it into the player object, play, then ice (set to nil) the the stored data object.
Nowhere do I save to disk. I'm perplexed; is there some default behavior that could cause AVAudioPlayer data--or even just downloaded data stuck into a Data object--is saved to persistent storage unless specifically being told not to?
Thanks!