Sounds doesn´t soun in phone

Hello everybody, im trying to play sound in my app. To do so im download values from Parse to play the sound at a determinated frecuency. My problem is that works fine in the simulator of Corona, but when i install the apk in my phone or tables, doesnt sound.

If anyone can help me, i attach the code here.

local composer = require( “composer” )

local widget = require(“widget”)

local parse = require(“mod_parse”)

local scene = composer.newScene()


– All code outside of the listener functions will only be executed ONCE unless “composer.removeScene()” is called.


– local forward references should go here


print( display.contentWidth )

 parse:init ( { appId = “BoWXFuCEArinB189jbcvQ10jZ42ExPCtQQsu5chY”, apiKey = “VSlpyNS1eKNCj0g64bl3MRNKMt0YnFdTWI4BdD7l”} )

    parse:getObject ( “Monitor”, “vGdqCkcqJj”, function(e) 

    if not e.error then

latido = e.response.pulse_e

    pulso_ecg = e.response.pulse_e…" LPM ECG"

    pulso_spo2 = e.response.pulse_p…" LPM SpO2"

    saturacion_spo2 = e.response.sat_p…" % SpO2"

    pulsoECG.text = pulso_ecg

    pulsoSpO2.text = pulso_spo2

    saturacionSpO2.text = saturacion_spo2

    heartrate.text = latido

    end

local function shutdownaudio(event)

audio.stop( availableChannel )

print(“stop”)

end

    end)

    local function alarma(event)

    beats = heartrate.text

    p = (beats/60)*1000

    sound = audio.loadSound ( “blink.mp3” )

    availableChannel = audio.findFreeChannel()

    print(availableChannel)

    pulsos = audio.play ( sound , { channel=availableChannel, duration = 200, loops=0 } )

    audio.setVolume(1)

    lat = timer.performWithDelay ( p, alarma ,1 )

    end

    

local function onButtonBackRelease(event)

     timer.cancel ( lat )

   composer.gotoScene(“play”)

   composer.removeScene(“box1”)

end

– “scene:create()”

function scene:create( event )

    local sceneGroup = self.view

    

    bk = display.newRect( display.contentCenterX, display.contentCenterY, display.contentWidth, display.contentHeight )

bk:setFillColor ( 0, 0, 0, 1 )

    

    fondo = display.newRect( display.contentWidth/2, 15, display.contentWidth, 30 )

fondo:setFillColor ( 1, 1, 1, 1 )

titulo = display.newText( “Box 1”, display.contentWidth/2, 30, “Arial”, 20 )

titulo:setFillColor ( 0, 0, 0, 1 )

titulo.y = 15

local ButtonBack = widget.newButton

{

   left = display.contentWidth/2,

   top =display.contentHeight/2,

   label = “Atrás”,

   labelAlign = “center”,

   font = “Arial”,

   defaultFile = “buttonWhite.png”,

overFile = “buttonWhiteOver.png”,

fontSize = 22,

emboss = true,

labelColor = 

default = { 0, 0, 0, 1},

},

  onRelease = onButtonBackRelease

}

ButtonBack.x = display.contentWidth/2

ButtonBack.y = display.contentHeight-30

    

    – Initialize the scene here.

    – Example: add display objects to “sceneGroup”, add touch listeners, etc.

end

– “scene:show()”

function scene:show( event )

    local sceneGroup = self.view

    local phase = event.phase

    if ( phase == “will” ) then 

composer.removeScene(“play”)

        – Called when the scene is still off screen (but is about to come on screen).

    elseif ( phase == “did” ) then

        

        timer.performWithDelay ( 2000, alarma, 1 )

    – Called when the scene is now on screen.

        – Insert code here to make the scene come alive.

        – Example: start timers, begin animation, play audio, etc.

    end

end

– “scene:hide()”

function scene:hide( event )

    local sceneGroup = self.view

    local phase = event.phase

    if ( phase == “will” ) then

    elseif ( phase == “did” ) then

    end

end

– “scene:destroy()”

function scene:destroy( event )

    local sceneGroup = self.view

end


– Listener setup

scene:addEventListener( “create”, scene )

scene:addEventListener( “show”, scene )

scene:addEventListener( “hide”, scene )

scene:addEventListener( “destroy”, scene )


return scene