The entire game is stored (uncompressed?) in RAM
1) Audio files are not supposed to be loaded into memory ahead of preload/play call
2) Audio files can be read "by name", so - by design - the game has no way to figure out in advance which files it would need to load. It actually works flawlessly, as I produced a game with 300Mb+ audio assets loaded this way
3) On a desktop game (NodeWebkit) the delay you might be experiencing upon startup, is caused by unpacking on the fly the contents of the zip file with game assets. Try unpacking the whole stuff to the app folder, delete package.nw, and compare the startup time - you'll be surprised