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How to prevent memory leak by cleaning up <audio> …

    https://stackoverflow.com/questions/4356824/how-to-prevent-memory-leak-by-cleaning-up-audio-elements
    mybutton.click (function () { var cloned = $ ('#audiotemplate').clone () [0]; cloned.play (); cloned.onended = function () { $ (cloned).remove (); } }); Here on JSFiddle. I can only guess about the leak, and that is some memory is reserved for every instance you clone, and when it finishes it doesn't auto clean up because you may need to access it again.

608552 - HTML5 video tag has memory leak when …

    https://bugzilla.mozilla.org/show_bug.cgi?id=608552
    HTML5 video tag has memory leak when playing multiple videos in a loop ... For problems related to media (video/audio) -- especially when the reporter is not sure which area of the media stack the problem is in. ... If it does it has memory leaks and the cache just keeps expanding til it hits the systems limit. Disabling cache in about:config ...

Memory leak with AudioContext · Issue #410 ...

    https://github.com/chrisguttandin/standardized-audio-context/issues/410
    However, notice the drastic difference in memory increase over time for standardized-audio-context. That could be how you detect this issue in a test. Anything over, say, 100,000 fails the test. You want to prevent false positives, but you don't want to …

4 Types of Memory Leaks in JavaScript and How to Get …

    https://auth0.com/blog/four-types-of-leaks-in-your-javascript-code-and-how-to-get-rid-of-them/
    Memory leaks can and do happen in garbage collected languages such as JavaScript. These can go unnoticed for some time, and eventually they will wreak havoc. For this reason, memory profiling tools are essential for finding memory leaks. Profiling runs should be part of the development cycle, especially for mid or big-sized applications.

Javascript / canvas game memory leak - 2D - HTML5 Game ...

    https://www.html5gamedevs.com/topic/13804-javascript-canvas-game-memory-leak/
    I tested it on some slower laptops and it struggled a lot more - took a couple of minutes before the audio crackled / cut out and and started to lag. This makes me pretty sure it's a memory leak causing this. I did some profiling and fixed the way the entity images were handled, used a resource loading class instead of using new Image() each time.

Every call to wavesurferjs keeps on increasing RAM …

    https://github.com/katspaugh/wavesurfer.js/issues/1940
    Note that this memory leak affects more than .destroy() it's also an issue with memory not being released during general usage. For example if you use MediaElementWebAudio and don't provide peak data you can run delete wavesurfer.backend.buffer after the Peak data is generated and it frees up a heap of memory.

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