The above webkit fix suggests that this could be a fix: ‘if on startup we create an AudioContext, immediately call close() on it, throw it away, then create a new AudioContext which we use for the rest of the app, it appears to work correctly’.
That bug is really old, so I’d be surprised if it’s still relevant. I have found, though, that there are some sample rates that iOS just cannot handle - and that it struggles if you’re playing audio with a mixture of sample rates. I’d go through and double-check all of the audio files use the same format, bit rate, etc and it’s a tried and tested one.
Adobe Audition can batch handle this, but I’m sure there are others too.
Before doing so, I would build a test app, where you know for a fact all the audio is matching, and get it tested out - if it resolves the issue, then you could spend time batching the rest of the files.
You can add .ogg type too and load with mp3 at same time. I’m always loading both and never had problems like that.
Phaser will load only one of them based on OS and browser type.