HTML5 audio is notoriously frustrating, it varies significantly from browser to browser, and platform to platform. Consider also the mime type of the webserver being used (e.g. FlashDevelop's inbuilt neko server's default for mp3 is "unknown/unknown" so is Aborted). Total insight to the various issues is therefore complex without knowing which browser and webserver is being used.
In this instance ogg will be attempted first, with a mp3 fallback (this can be easily changed to mp4). Some mobile browsers are crippled further, either requiring a touch event to open the audio channel or have no ability for multi channel interactive sound (in which case awe6 will disable sound completely to prevent the overhead of loading unnecessary assets). All of this is coded into the CreateJS driver preloader which extends SoundJS and PreloaderJS - it is well tested and handles many of these pains (mime type excepted) automatically.
Or the simple, less safe, approach: for local testing use Chrome with --allow-file-access-from-files flag enabled.