Found the file path problem. I had forgotten to check "Target Membership" on the new .caf when I imported it into the project, so it was not a member of the app target. Dumb mistake on my part on that one..
The new .caf file now loads and plays, BUT... It still has the same damn POP as the .wav file did. No change, no improvement.. No change when minimizing the app either..
CocosDenshion did a better job of stopping playback than what V3 is doing. The Pops I am experiencing are the same kind of thing I used to get when stopping looped audio in Flash Games, back in the ActionsScript 2 days. I was very happy with the performance in this respect with Cocos 1.1. Denshion would cleanly stop loops like a discrete audio board did, on 35 year old arcade, coin-op games. Whatever Steve Oldmeadow did in Denshion to make that happen should be implemented in V3! Denshion's performance with looped audio was heavenly, magical, awesome!
This is an important aspect of sound handling. Especially for arcade style games. Like car engine loop sounds, etc. An Asteroids or Star Castle thrust sound is an excellent test for this kind of capability. If a deep, heavy thrust audio file can be stopped from a loop cleanly, ANY sound file can. If you guys want such a file to test with, I can provide it for you from one of my games, which stops Pop free in Cocos1.1.
I just tested my old Thrust .wav (which is verified Pop free in Cocos 1.1) in V3, and it DOES create a POP in V3 when stopped from a loop.
I am using V3 vers. 3.0.0 RC3. It looks like that is the latest version..
What happened to Steve anyway? Is he no longer associated with Cocos2D audio?