i had almost this exact same problem with some sounds i was attempting to load and play recently.
i even broke it down to loading a single mp3 that was causing this error.
one thing i noted: when i loaded with a loop of -1, it would fail with the "status 12" error, but when i loaded it to loop 0 times, it would succeed. even attempting to load 1 time failed.
the final solution was to open the mp3 in an audio editor and re-edit it with slightly lesser quality so that the file is now smaller, and doesn't seem to take up quite as many resources in the system.
finally, there is this discussion that encourages performing a release on the objects you are using, because there is indeed a hard limit on the resources that can be used, and it is system-wide, so if you use several of the resources, other apps will not be able to use them.
https://groups.google.com/forum/#!topic/android-platform/tyITQ09vV3s/discussion%5B1-25%5D
For audio, there's a hard limit of 32 active AudioTrack objects per
device (not per app: you need to share those 32 with rest of the system), and AudioTrack is used internally beneath SoundPool,
ToneGenerator, MediaPlayer, native audio based on OpenSL ES, etc. But
the actual AudioTrack limit is < 32; it depends more on soft factors
such as memory, CPU load, etc. Also note that the limiter in the
Android audio mixer does not currently have dynamic range compression,
so it is possible to clip if you have a large number of active sounds
and they're all loud.
For video players the limit is much much lower due to the intense load
that video puts on the device.
I'll use this as an opportunity to remind media developers: please
remember to call release() for media objects when your app is paused.
This frees up the underlying resources that other apps will need.
Don't rely on the media objects being cleaned up in finalize by the
garbage collector, as that has unpredictable timing.
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