So for those of you who've been tracking my ventures into making IE<9 work with Construct 2, i recently got audio working with Audio.js:
kolber.github.com/audiojs
But because I had to hack it to use its functionality that creates unnecessary dom and flash elements for every sound, it was horribly slow and the sounds had a lot of delay.
So today I decided to replace it with Sound Manager 2:
schillmania.com/projects/soundmanager2
I wrote a lot simpler code to make the connector, here it is:
jsfiddle.net/7Uvm9
And you can see it in action here:
mcgraw-hill.faceyspacey.com/rocket-blast-3-v12
So again, my guess is that soundManager 2 is simply faster and doesnt require creating tons of elements on the page. Basically it's designed to be called via javascript to trigger flash sounds, whereas Audio.js is designed to turn <static> audio elements already on the page into flash audio players.
My last thing to perfect IE<9 using flash canvas is to prevent some flickering and blinking. If anyone has an ideas of what to do to stop it, I'd greatly appreciate it. Previously when I first got it to work using the Space Blasters demo, i thought it was because the game was so action-packed and fast paced. But now I have a very simple game with very little animation, and very slow animation at that. So I'm wondering if there is anything in C2 itself I can do to make the game basically appear simpler and smaller to Flash Canvas??