Audio is an
extraordinarily low demand task, and hardware is not the issue, and hasn't been for a couple of decades (even DSP offloading has virtually disappeared). A smartphone has many, many magnitudes of excess performance to handle extremely low latency audio. The iPhone has had a 7ms latency for many generations, and the 7ms is not some intrinsic limit but is simply a decent balance between low power usage and ensuring no glitches.
The problem on some platforms is one of architectural choices and prioritization. On Android we know they started with the already arguably poor latency Linux audio foundation of ASLA, then layered on and layered on (flingers and HLAs and user-mode transitions), each layer adding its own ring buffers.
Even on Windows, on the fastest PC known to man, audio has generally poor latency (because it's architectural) which is why audio software makers have their own hardware->application drivers (ASIO).
Low latency audio was not important to the project, and they dug themselves in so deep that for many years we've been hearing recurring "We've finally solved that latency issue" claims.