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Not sure if this is what you are looking for but am hoping that this provides you with some insights.
I have exactly the same question...The very bottom of this page from Adobe sketches out the idea as you have implemented it, but jumping to the labels within a symbol containing audio doesn't seem to work. I'm looking for something similar to Flash's audio on the timeline set to "stream", where the audio is synced to timeline position. It seems to work while in the editing environment--jump to a position on the timeline, and the correct point in the audio plays. But I can't get it to work in the published/previewed composition.
I'd like to find an Edge Animate-based solution to this to keep external script dependencies down, but may end up importing Howler.js or SoundJS for audio sprite functionality...
I know this is an old thread, but any luck about this? How to stop a sprite?
Ive got sym.getComposition().getStage().getSymbol("Audio").$("Sprites").currentTime = 7; to set the audio on a specific time (in this case 7 seconds), then I use sym.getComposition().getStage().getSymbol("Audio").$("Sprites").play(); to start playing a sound from that particular point, but if I want to pause the sprite once it ends, sym.getComposition().getStage().getSymbol("Audio").$("Sprites").pause(); doesn't work for me.