I should point out, that when I disable music AND all code related to input, the it plays 'properly'. When I add a debug line to print if A is pressed, it flickers rapidly (meaning it cycles true/false). Therefore when the input code is enabled, it skips the intro because of A press, then potentially escapes back to the intro because B press does that. Or it jumps to the first menu screen because of A and then backs out immediately, resulting in the flickering that occurs with the menu screen... This is with a recent, but not most recent build that Picroxx uses. Building the most recent as of last night resulted in the game files being ignored and displaying the no game screen with supertoast. As for the linear memory thing, it might not be the problem, at least for me, since the exact same code runs fine on the last release of LovePotion, and all of my audio isn't loaded at once, it's loaded on the screen change. It throws allocation errors when I try to load too many/too big audio files.
Example, use the working LOVE build with old LovePotion, select core from the main menu and press A and it will throw an allocation error because the core bgm wav takes up too much space with the intro sound and the menu music already loaded. The latest build apparently has a source remove command, which I assumed would solve my problem, since I could 'unload' an audio source and then re load when necessary, but it has issues with other stuff.