Your problem is that Audio objects do not support the load event.
Instead, there is an event called "canplaythrough", which does not mean that it is fully loaded, but loaded enough that at the current download speed it will be completed by the time the track had enough time to play.
So instead
audio.onload = isAppLoaded;
to try
audio.oncanplaythrough = isAppLoaded;
Or even better ..;)
audio.addEventListener('canplaythrough', isAppLoaded, false);
Kayla Mar 21 2018-11-11T00: 00Z
source share