Well if it works fine in the preview then it seems like your mobile struggles with loading the audio.
I'm supposing so but it happens on my friend's LG G3 as well with a better CPU than my poor ol' Moto G.
Bleenx
It sounds like you've encountered a known audio decoding issue with Chrome/Chromium for Android.
I have a basic game that had 4 audio files (~7 minutes of audio altogether). It was taking about 40 seconds for my game to load when preload audio was enabled. If I didn't preload audio, there would be significant delay on the initial play but was fine after that. Turns out, it has to do with how Chrome/Chromium for Android, starting with Android 4.1+, decodes the audio.
See: https://bugs.chromium.org/p/chromium/is ... ?id=424174
It has apparently been fixed, as of Chrome/Chromium 49, but this will probably take a few more months to funnel down the pipeline to Intel XDK. Crosswalk 19 will implement Chromium 49 in May. Intel XDK is currently using Crosswalk 15 which was released in September. We'll be getting Crosswalk 16 soon which was released in December. If it follows on 3 months from stable, we're possibly looking at late July or August.
https://github.com/crosswalk-project/cr ... ease-dates
That's great to hear. I really hope this is something that can solve it. My music file is only 1.8mb I think and loops after a minute and 30 seconds. Once it starts, the game is fine from then on out, and the music loads properly after you start over. It's just that initial starting time that suffers unfortunately <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">
Also, if you wanted to stop all audio after someone dies and start it again at the beginning of the layout, would it be better to use a stop all audio or put it on silent? Or something else?