Air iOS,Flash Pro, external mp3 won't be played - ios

My flash app has the following code. The sound is played when locally testing but it's not played when published on iOS.
The mp3 file is inside components/sound directory and the directory is included via Air iOS3.6 publish setting in Adobe Flash cs6 professional.
I did some testing and while the mp3 file and the directory exists(tested with File.exists) in iOS, sound.bytesLoaded shows 0 value. When testing locally, it shows actual file size.
Can anyone help me with this?
var path= File.applicationDirectory.resolvePath("components/sound/click.mp3").nativePath;
var sound = new Sound(new URLRequest(path));
sound.play();
[Edit]
It worked when I simply replaced new URLRequest(path) to new URLRequest("components/sound/click.mp3").
However, I would still appreciate if someone could explain why the former one(nativePath) didn't work.

Reading this thread on Adobe Community forums about loading external sounds on iOS, your code seems OK, the only suspicious thing I see is that you should begin the file path with "/", like:
var path= File.applicationDirectory.resolvePath("/components/sound/click.mp3").nativePath;
Hope this helps!

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I've been looking into this for a while.
From what I've gathered, Howler defaults to Web Audio API, and this SO answer says you need a "user input event" to make it work on iOS, because by default it mutes everything. I even tried Howler's own interactive demo on my iPad 2 with iOS 5 (I still haven't updated) here and NONE OF THE SOUNDS WORK. My first link has a link to Apple's documentation, and I haven't tried it yet, but it looks like the convenience of Howler has to be replaced with a lower level implementation that takes about 5-10 lines with XMLHTTPRequest (see the Apple link), or another more versatile library. I'm still learning about what exactly I need, but I have a very similar problem I've been working on resolving today.
But then Howler falls back to HTML5 Audio. OK so I'm just googling that now, and this link comes up, and it's just reminding me of the pletora of compatibility considerations between OGG ACC MP3 etc on various browsers vs. browser layout engines vs. operating systems. So I'm left believing your file format M4A, related to MP3 as far as I can tell, isn't working in the target brower on the target iPad OS. I'm not familiar enough yet to give exact specifics but certainly since Howler doesn't work on my iPad that proves there's at least a problem with that.
The whole point I chose Howler to use was to abstract all the above away! I'm going to go look for another more comprehensive library now =D
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SoundJS is a library I help develop that handles as much of this stuff as possible. In particular I think you would find the Mobile Safe Approach useful. It is well tested on iOS and Android devices. Unfortunately we do not support sound sprites yet.
Hope that helps.

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I have tried making the smallest video possible.
I have looked at wrapping in a native app but that's not an option for delivery reasons.
I have tried forcing a reload of the video .src on page load using javascript.
I have tried all possible variations of the manifest file.
Looked at all the Apple developer docs i can stomach.
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Sorry its not what you were after but hope it helps point you in less directions.
An update but not much progress. I decided to use base64 ecoded mp4 and paste the text in a simple xml file. My app would read this xml video data and by using in the video tag SRC. This was about a 4MB string.
SRC="data:video/mp4;base64,AAAAA /...../ AA"
This worked fine in Chrome. When i used it on the Ipad the good points are that i didnt ever get the play button crossed out and it tried to play then flashed a message it could not complete this operation.
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Although now I see that this thread is a year old so it's probably not an issue anymore. Still, thought I'd post it.

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Edit: Also, why is my code snippet not syntax highlighted? It's highlighted in preview.
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<Capability Name="ID_CAP_MEDIALIB"/>
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