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).
It's not possible to pause audio playback at a timeline label.
But either approach you mentioned (pause triggers on the timeline or using setTimeout after a play command) would work, so it's really up to you - which approach would you consider more suitable to your style?