It’s being released for iOS, and we’re running into problems where it works on the iPhone 4S, but not the 4. You can’t exclude the 4 without excluding the 4S too, so it’s gotta work on the 4. And of course, the app crashes on boot on the 4, ostensibly due to lack of free memory.
So, as I said, we’re friends and we worked it out. We removed small pieces of the audio at a time and we showed that there wasn’t much impact on RAM because only playing audio was hanging out in RAM anyway. Smaller audio files are loaded directly into memory, larger ones are streamed from disk.
The technical concerns really are secondary, though, in my mind. What bugs me is that he attempted to make audio decisions without even having proof that audio was the issue (and as it turns out, it wasn’t)