As far as I know, most people still do encoding/decoding of audio/images/video on the CPU, unless there's a hardware codec available. Audio DSP is mostly done on the CPU too, I think. Audio is a bit more demanding than graphics in terms of bit depth — the "highp" precision should be taken as a minimum precision for audio work, it's not always available in the fragment shader, and it's definitely not enough precision for audio production apps like Garage Band.
Atomic primitives are another reason to do inline assembly, though since recent GCC (and probably LLVM - though I haven't looked into it) provides CPU-agnostic atomic ops this isn't as big a deal as it used to be. (C++11 also probably would help, though I'm not sure how the adoption has been in mobile SDKs.)
Pretty sure inline asm is also still common for SIMD ops. Although the sane approach there would be to have a generic C implementation to fall back on if there is no optimized one present.
But I don't see much inline asm for SIMD ops. Almost every piece of SIMD code I see uses either intrinsics or writes the whole function in assembly.