[QUOTE=ZhaoYun] After days of experimenting, countless exporting, this is my conclusion of how construct2 audio commands works(or dont works) in CocoonJ.
This is it:
audio silence-prevent music from starting, but does not stop them if they are already in played. (means you are never going to stop your looping music, but works well on sfx)
mute- does not work at all. Music still continues plays, and will keep on starting to play. (Works well in preview, exported to cocoonj = fail)
unmute will and can cancel out the audio silence of the tagged audio.
set audio tag "BGM": always unmute
set audio silence.
result= BGM ignores audio silence
The bgm that is playing will continues to play, but new bgm wont start.
Other sounds wont start. but playing sound will continue to play.
Hope someone check if my findings were correct. and if it is so, please do fix/update it. =)
@ludei @ashley @basspenguin[/QUOTE]
Found the same issues without reading this post, in an identical case (Sounds/Music in Construct Preview Work as expected, Sounds/Music in CocoonJS Launcher don't). Now I read your findings and are exactly the same, which means that it is still a problem.