Audio Issue on Builds higher than 635

I just discovered that my audio (mp3 files) are not all playing in builds past 635. I tested this with every version posted past 635 and came across that same problem. Build 635 and below play all my audio files. Something must have broke. [import]uid: 8780 topic_id: 16643 reply_id: 316643[/import]

Was it exactly build 635 that broke or do other builds before 635 also break? You are going to have to be more specific about what your problems are. (You should know the drill by this point: submit bug/reproducible simple test case.)

I assume you are aware of the iOS 5 OpenAL regression bug. If not, search the forums for info.

One additional known issue introduced much longer back to fix streaming performance problems on Android is that the number of simultaneous audio.loadStream’s you can have is around 50 on Mac and iOS. This is a really high number and I don’t really advise more than a couple at a time. Use audio.dispose() to close the unused ones.
[import]uid: 7563 topic_id: 16643 reply_id: 62184[/import]

@ewing it was every build after 635 and here is specifically what happens: I am linking four MP3 audio files. They are not streamed but included with the app. It is supposed to play one MP3, wait for it to finish then play the next in sequence. With all versions after 635, it plays the first MP3 perfectly, then the sound from the next one does not play and then the sound from the third plays and then the sound from the fourth one does not play. The two that play are music without vocals, the two that do not play are music with vocals. As I said, this worked up through 635, after that it only plays the music without the vocals.

Thanks. [import]uid: 8780 topic_id: 16643 reply_id: 62196[/import]

Build 635 introduced bug fixes for setting and getting min and max volumes. If you are calling audio.setMaxVolume or audio.setMinVolume or similar, the behavior may have changed. You might have been relying on broken behavior which now fixed is breaking your app.
[import]uid: 7563 topic_id: 16643 reply_id: 62201[/import]

I also believe that on SDK 63x with iOS4 I’m finding that audio.seek() and audio.rewind() are broken when attempting to work with loadStream() media. When using loadSound() and stopping audio first, specifying handle, it appears to work. FYI [import]uid: 74844 topic_id: 16643 reply_id: 62554[/import]