[iOS] Streaming audio with loop

Hello everyone,
I’m trying to use the WWW.getAudioClip for streaming music (local or in a webserver).

I have my streaming music playing and with the loop option in true, it works on Android. When the song gets the end it’s looped right, but in iOS it keeps looping the last frame of music (0.2 seconds).

Anyone with this problem? Any idea?

In a short brief my code is something like this:

audio.clip = m_WWW.GetAudioClip(m_3DAudio, true, m_AudioType);
if(audio.clip.isReadyToPlay == true && audio.isPlaying == false)
{
audio.loop = true;
audio.Play();
}

As it makes the loop on the last frame of music I changed my function with :

audio.clip = m_WWW.GetAudioClip(m_3DAudio, true, m_AudioType);
if(audio.clip.isReadyToPlay == true && audio.isPlaying == false)
{
audio.loop = false;
audio.Play();
}

And in the update

if(audio.isPlaying == false)
{
audio.Play();
}

But Unity seems to don’t get the end of the track.

It seems that the web server files are looping fine with

if(audio.isPlaying == false) { audio.Play(); }

But not with local files that are big.