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Alex Rivera
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I'm working on an iOS metronome web app. Since mobile Safari can only play one sound at a time , I'm attempting to create an 'audio sprite' - where I can use different segments of a single audio track to generate different sounds. I have a 1 second clip with 2 half-second sounds on it. <audio id="sample" src="sounds.mp3"></audio> <a href="javascript:play1();">Play1</a> <a href="javascript:play2();">Play2</a> <a href="javascript:pauseAudio();">Pause</a> <script> var audio = document.getElementById('click'); function play1(){ audio.currentTime = 0; audio.play(); // This is the problem area audio.addEventListener('timeupdate', function (){ if (currentTime >= 0.5) { audio.pause(); } }, false); } function play2(){ audio.currentTime = 0.5; audio.play(); } function pause(){ audio.pause(); } </script> See it on JSFiddle . As you can see, I've attempted to use the 'timeupdate' event ( jPlayer example ) with no avail. I've seen Remy Sharp's post on audio sprites , but (A) I wasn't able to get it to work for me, and (B) I would prefer to stay away from a library dependency. Any ideas? Update I now have it working using setInterval : function play1(){ audio.currentTime = 0; audio.play(); int = setInterval(function() { if (audio.currentTime > 0.4) { audio.pause(); clearIn
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