You might be right, Randy. I've actually been bitten by this before, but I 
didn't think to check that in this case. I'll have a look at it when I get back 
to my computer.

Thanks,

Devin

Sent from my iPhone

> On Feb 10, 2016, at 5:30 PM, Randy Hengst <iowahen...@mac.com> wrote:
> 
> When I’ve had this problem, it’s because I didn’t pay attention to the name 
> of the sounds files… I’m pretty sure iOS is case sensitive. I called a name 
> without matching case. I can’t remember if the sounds played on the simulator 
> and then failed on the device like you stated… just a thought.
> 
> be well,
> randy
> 
> Randy Hengst
> www.classroomFocusedSoftware.com
> 
> 
>> On Feb 10, 2016, at 5:23 PM, Devin Asay <devin_a...@byu.edu> wrote:
>> 
>> I’ve been testing some small apps that I use in my class on iOS devices. I’m 
>> finding that my apps fail to play audio files. It doesn’t seem to matter if 
>> I use a simple ‘play’ command or the ‘mobilePlaySoundOnChannel’ command. I’m 
>> on Mac Yosemite 10.10.5, and I’ve tried building with LC 7.1.1, 7.1.2 RC2, 
>> and 8.0DP14. I’ve tried it on iOS 9.2  and 8.3 on several different iOS 
>> devices.
>> 
>> It works on the iOS simulator.
>> It works on Android.
>> I have verified that the audio assets are copied successfully to the app 
>> bundle. Other external assets, like image files, show up properly in the app.
>> iOS devices are not muted.
>> 
>> I have built apps for iOS in the past and audio playback has worked without 
>> problems.
>> 
>> Am I missing something? Has anyone else run into this?
>> 
>> Devin
>> 
>> 
>> Devin Asay
>> Office of Digital Humanities
>> Brigham Young University
>> 
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