I followed the tutorial in that i did add the wavs to the project.. i was under a very strict deadline to get things working so i really didn't care if the audio worked (thus using functions to determine if it was on WP8 or standard web). My goal (while i understand a shortsighted one) was to just get audio working on WP8 device.. no concern about audio working on web or other places.
I guess I was under this assumption.. i should be able to use the WP8 audio trigger instead of the standard one so long as I use wav files instead of the m4a files. Is this correct? if so this is what i'm doing. to be clear i don't have to name the files "mysound.wav" i jsut name them "mysound" pointing to the wav in that audio folder.
So yes I did cut a few corners but I feel like I hit all the important points which i'm outlining below.
I have all wav files for the audio. the big kicker for me is that the actual completed project locked up for me as well. So I feel like either I did something wrong (certainly a good chance heh) for both projects or the issue might something broke with one of the recent updates?
to retrace my steps to get the completed project over i:
1. opened the WindowsPhoneTutorialFinished project in C2..
2. exported as a phone 8 project
3. copied over the c2runtime.js to the WindowsPhonePluginForConstruct2 project folder + the media / images
4. added the wavs and png files to the project
5. compiled / pushed to my lumia 920..
6. when i run it it loads but locks up as soon as the audio trigger fires off in the game scene.
This is exactly what happens to me when i use the audio behavior in my game.. when audio is triggered the app lock up on WP8 hardware.