Has anybody had success setting up audio sprites? I've set up an audio file as a symbol, and added numerous labels to its timeline. I can pass a variable to a function that gets the label position so I can start playing it by setting the .currentTime. The issue arrives with stopping the audio; should I use a setTimeout function to delay a .pause action? I suppose I could put stop triggers in the symbol, but I was looking to set up the playing/pausing based on labels only (since the audio file will need to be reconfigured periodically, and I only want to reset the label positions).
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