This is the rule for mobile problems like this-- only if you have an actual physical click on the screen, then it will accept that the client really wants to load / playback data via JavaScript. This is by design, to protect developers from wasting mobile data by autoplaying ads etc.
There are various levels you can try to get past this:
<audio>
render conditionally. Render it right away with a 1-second silent audio file. Obviously, a careful OS will not let you just create and play a new sound object whenever you want. Maybe (maybe!) this will be enough.Unfortunately, I can't test code for an Apple product, since I refuse ever to buy one again. But hopefully now you have a better understanding of WHY things mysteriously refuse to play or record on Apple devices.
Also, my understanding was that new Apple OS versions are more generous with media control. Do you have an older product? If so, you might want to see if it's a version issue.