Safari won't play audio for Soundcloud widget, but for only 1 of the 3 files - audio

Link in question: https://www.presskit.to/pirramusic
If you play the featured song, 'Paradise' on the top of the main section in Safari, it will start playing, but no audio. Everything else seems to work fine, just no sound is heard (did all the troubleshooting to confirm that this is the case, so mute, volume, etc was checked)
Now, here's the strange part. Click on Media you'll see the same file embedded with the other songs. If you click play on THAT song, it WILL play the audio normally.
So I googled around, found this stackoverflow question that's semi related: Safari 6.1 won't play audio from embedded Soundcloud widget
(and this: http://help.soundcloud.com/customer/portal/articles/1464535-why-can-t-i-hear-tracks-using-safari-)
So I uncheck that box and it works, but that doesn't really fix the two issues i have:
I can't do that automatically for my users. Nor is okay to give them
instructions on how to do this, since they shouldn't ever ever have
to mess with browser settings to make my site work.
Why is the issue only with the top embed/iframe? If it's 'saving power' or whatever,
it makes sense that 2 out of the 3 work.
Some other notes:
I'm running Safari Version 7.0.2 (9537.74.9)
On a 2013 MBA 13" running mavericks
Works fine in other browsers
The embed code for the two players (the one that works and the one
that doesnt) is identical. See page source.
Other question:
Would having the same objected embedded twice cause an issue? If it
did, i figure it would be with SoundCloud's side and would be
affecting all browsers.
Please help, im pretty stumped on this. If it's a bug, i'll report it to apple, but i'm not sure if it is yet. Thanks in advance for any insight!

This is a known bug, Soundcloud provided a page with an explanation on how to make it work. It is however bad UX, as - as you stated - there doesn't seem to be a way to make it work automatically for users.
here is the link to soundclods answer: http://help.soundcloud.com/customer/portal/articles/1464535-why-can-t-i-hear-tracks-using-safari-
HOWEVER, we do need to have the player working :) so if somebody knows a way, please share.

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Recently I have a problem with playing my soundeffects using CocosDenshion. The sound is playing on the iPhone Simulator, but not on my own device. I am not sure what I am doing wrong. Off course I checked if my speakers are still working, but they do while using other apps or the iPod Library.
I just use this simple code:
[[SimpleAudioEngine sharedEngine] playEffect:#"button.wav"];
I double checked the name of the file and it indeed is button.wav.
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I had the same problem recently and I've figured it out.
I' m using Xcode 4.3.2 and there seems to be a bug.
Not all resources you add (drag) to the project are by default added to the target.
When you add a resource, make sure that (apart from checking the copy items into destination checkbox) you also check the add to target checkbox.
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SimpleAudioEngine *engine = [SimpleAudioEngine sharedEngine];
[engine preloadEffect:#"Example-Sound.caf"];
Not sure whether it is the case here, but you should keep in mind that if your file name is "Button.wav" and you are asking to playEffect:#"button.wav" it will play on simulator, but will not on the device. This effect takes place because filesystem on your desktop is case-insensative, and on iOS devices it is not.
I have the same problem and find here. But I fix it by myself.
If you reinstall ios for ipad. the default switch(upon the volume) is default as "mute volume" method. Maybe I change it to "rotation" method when it is mute. It lead to all cocos2d can't play sound any more. So I turn the method back and set mute off. And then SimpleAudioEngine works well. It is ios system's bug.
Make sure to check your audio file itself. A Mono 16 Bit, Uncompressed wave with a sample rate of 441000 should 'just work'. I recommend grabbing a sample .wav from an online Cocos2D example, like the Cowbell.wav and try to play that file.

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