While I'm sure iOS supports sound, it probably doesn't do so using QuickTime. Why are you using QuickTime to play sounds when there is built-in support that doesn't rely on QuickTime?
.aif sounds play okay in a projector on iOS. But in a few places in my current project I'm using movieRate and movieTime to control the sound, which I can only do with quicktime.
I couldn't find any documentation saying quicktime isn't (or is supported) on iOS. So I don't know if it just won't work or I'm doing something wrong when creating a projector.
While I don't know specifically, I'm going to suggest that QuickTime just plain won't work on iOS. I'm not sure that iOS even contains a QuickTime installation (which is what the xtra relies on for playback).
Why functionality specifically are you relying on with movieRate and movieTime that member(sound).duration, sound(channel).pause()/play(), and sound(channel).elapsedTime/currentTime don't provide?
It was an old project I was updating for ios - I got it working with audio files.
I was just hoping I wouldn't have to do the extra work.