audio.loadSound() vs. media.newEventSound()

I’m trying to determine the best way to preload my audio and am having trouble figuring out the difference between audio.loadSound() and media.newEventSound().

Here are the reference pages:

audio.loadSound()
media.newEventSound()

My guess is that the functions are used for different platforms. I’m using media.newEventSound() on iPhone and it seems to be working. But I’d like to know for sure that I’m using the correct function. [import]uid: 10489 topic_id: 6221 reply_id: 306221[/import]

In essence the difference is that media.newEventSound() is the older API that used the platform’s software-based sound libraries, while audio.loadSound() is the newer API that uses OpenAL. In theory the newer approach is better, but of course because it is new there may be bugs. Personally I say use “audio” and forget about “media.”

ADDITION: note this comment
http://developer.anscamobile.com/forum/2010/09/19/sound-doesnt-loop-when-paused-and-resumed#comment-21419 [import]uid: 12108 topic_id: 6221 reply_id: 21418[/import]

Thanks, J, that’s just what I needed to know. [import]uid: 10489 topic_id: 6221 reply_id: 21551[/import]

Is anyone using audio.loadsound with Android? I can’t seem to get it to work though the older media.newEventSound works.

[import]uid: 9046 topic_id: 6221 reply_id: 26263[/import]