title: Problems with audio in cocos2d-javascript on mobile devices
body: <p>I'm trying to find some documentation for audio support for cocos2d-javascript.
  Preloading audio and playing them with the standard method using mp3 or ogg formats:</p>
  
  <pre><code>var audioEngine = cc.AudioEngine.getInstance();
  audioEngine.playEffect(s_sound);
  // s_sound is a reference to a preloaded audio resource
  </code></pre>
  
  <p>works perfectly in all browsers. But when you load the browser on a device, let's say iphone 4s retina, no audio plays, or at least it seems no audio plays for sounds longer than a few seconds. I haven't found anything stating specifically what limitations there may be in device support, nor do I see an attempt to resolve this in anyone's example games like <a href="http://www.gamefromscratch.com/post/2012/06/03/Cocos2D-HTML-release-a-tech-demo-Moon-Warriors.aspx" rel="nofollow">Moon Warriors</a> - which also does not play audio on the iphone 4s.</p>
  
  <p>I am attempting to play multiple sounds simultaneously. </p>
  
  <p>Each sound having problems is over 15 seconds long and is a file greater than 500k </p>
  
  <p>All audio is definitely loaded since the game does not appear unless they are</p>
  
  <p>Each audio track is a layer for the background music of a guitar hero type game. This is why they are over 500k and longer than 15 seconds.</p>
  
  <p>Perhaps someone here has had similar issues and may know of a way to guarantee audio plays on mobile devices?</p>