title: Error #2044: Unhandled IOErrorEvent:. text=Error #2032: Stream Error
body: <p>Good Day,
  I working in Android/IOS  App using AIR 3.5. 
  In this project I download ZIP file and extracted in specific folder, after that I using the assets ( IMG, XML and Sounds), everything work fine but when I load the sounds it's keep show this error.
  <strong>> Error #2044: Unhandled IOErrorEvent:. text=Error #2032: Stream Error.</strong>
  I tried to give it static location in android drive but same error happened.
  I tried to use URLRequest, FileStream, URLStream and same thing happened.
  I traced all files bath in the folder and it's give me all the baths correct.
  This is the code.</p>
  
  <pre><code>trace('AliSoundFile/' + ob.sound);          
  var soundFile:File = File.documentsDirectory.resolvePath('AliSoundFile/'+ob.sound);
  var files:Array = soundFile.getDirectoryListing();
              trace((File.documentsDirectory.resolvePath('AliSoundFile/'+ob.sound).nativePath) );
  //sound = new Sound( new URLRequest ('AliSoundFile/1.mp3'));
  sound.addEventListener(IOErrorEvent.IO_ERROR, sound_ioError);
  for ( var i:uint = 0 ; i &lt; files.length ; i++)
  {
        if (files[i].isDirectory )
      {
         var arr:Array = files[i].getDirectoryListing();
          for ( var j:uint = 0 ;  j &lt;  arr.length ; j++)
          trace('J:-&gt; ',arr[j].nativePath);
      }
      trace('I:-&gt; ',files[i].nativePath);
  }
  soundStreen = new FileStream();
  soundStreen.openAsync(soundFile, FileMode.READ);
  soundStreen.addEventListener( Event.COMPLETE, soundStreen_complete); 
  soundStreen.addEventListener( IOErrorEvent.IO_ERROR, soundStreen_ioError); 
  trace('end');
      private function soundStreen_complete(e:Event):void 
      {
          var ba:ByteArray = new ByteArray(); 
          soundStreen.readBytes( ba );
          _loadSound = new Loader();
          _loadSound.contentLoaderInfo.addEventListener( Event.COMPLETE, soundLoadbytesComplete );
          _loadSound.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, loadSound_progress);
          _loadSound.loadBytes( ba );
      }
  
      private function soundLoadbytesComplete(e:Event):void 
      {
          sound.play();
          sound = e.currentTarget.content as Sound;
          soundStreen.close();
      }
  </code></pre>
  
  <p>Anyone can help me with this.
  Thank you</p>