Yes, that’s exactly what I’m saying.
I switched the whole project to the new sound API first. I used audio.loadstream() for the music as recommended, but playback stuttered a lot in some places.
So I went ahead and loaded the music using audio.loadsound(), which is NOT the recommended way. It resulted in longer initial loading times since I load all the sounds at startup (Since I use them all the time, it makes sense to load once and forget about it). Playback was perfect doing it this way on my device. I thought it was a decent compromise, until I found out it crashed on the 2G iPod Touch (and possibly on the iPhone 3G sometimes, though I have vague reports on this).
The small sounds were always loaded with audio.loadsound() and I’ve had no problems with that.
Now I’m back to using audio.loadstream() for music playback and all is well with the world. I hope that made it clearer. [import]uid: 10835 topic_id: 4613 reply_id: 17083[/import]