If you take a look in cocos/audio/winrt/SimpleAudioEngine.cpp, several of the methods are missing a call to FileUtils::getInstance()->fullPathForFilename(pszFilePath);, which appears in the other platform’s implementations of SimpleAudioEngine
I had this problem with v2 and winrt. Since apps that use cocos2d-x v2 are required to use MSOpenTech’s branch, I submitted a pull request to have it fixed, there. It looks like something similar needs to be done for v3.
This should be easy to fix locally on your end, but this needs to be fixed in the official repository. I can send a pull request in the next couple of days.
We are a team of three people, but we are NOT a company. Can we participate as a team? And if so, do we have to send the personal data of all three in order to get the token code?
We are using Cocos2d-x 3.4 and the Windows Phone project targets WP 8.0 (and works in 8.1, tested in real device). Do we need to retarget the project to 8.1?
Regarding targeting WP8.1, I tried it some time ago and the result was a non-compiling project full of errors which I hadn’t time to dive into. But I may give it a try again if there is some real performance benefit.
Its great to hear about extension in game submission time period, but this info is still not updated on contest’s official site i.e: http://windows.cocos.com/