Openfeint causes lag on audio.play

Hi y’all,
I’m doing final touches on my game and I just added background music.
I’m using audio.loadStream:

local backgroundMusic = audio.loadStream("sounds/bgloop.m4a")  
local backgroundMusicChannel = audio.play( backgroundMusic, { channel=1, loops=-1} )   
media.setSoundVolume( 0.4 )  
  

You may noticed that I have the file as .m4a and under a ‘sounds’ folder.
Well, I changed it to .WAV, .MP3 in and out of the sounds folder and into the root and same thing…All plays and loops correctly until the openfeint dashboard pops up.

Any help to fix would be appreciated.

Thanks,
RD [import]uid: 7856 topic_id: 5660 reply_id: 305660[/import]

made a small change but it doesn’t seemed to make a difference:

audio.setVolume( 1.0 )  
audio.setVolume( 0.75, { channel=1 } )  
local backgroundMusicChannel = audio.play( backgroundMusic, { channel=1, loops=-1 } )   

I might add that I have this on the menu screen and it keeps on playing throughout the entire game.
Only option is to turn audio on/off. [import]uid: 7856 topic_id: 5660 reply_id: 19467[/import]

Would you please submit a small reproducible test case to:
http://developer.anscamobile.com/content/bug-submission

Feel free to post the bug id you get back so I can track it.
Thanks [import]uid: 7563 topic_id: 5660 reply_id: 19531[/import]

I submitted, but didn’t saw a bug ID, but this is what I got on email:
http://developer.anscamobile.com/node/843/submission/520
I’m not authorized to view my ticket?

anyways, hope you can help.

Thanks,
RD [import]uid: 7856 topic_id: 5660 reply_id: 20310[/import]