1. Play first sound.
2. on finish:
3. Then, after playing sound2 for some amount of time:
4. Then, repeat step 2
5. sound2.pause() // boom!
What happens is the sound2.pause() causes the audio to be "doubled" -- two sounds are played very closely on top of each other. Calling sound2.pause() again makes one of the sounds stop but the other continues. soundManager.stopAll() has no effect once it is in this state.
The strange thing is that SM2 seems to have all the correct values for sound2.playState and sound2.paused, however when _flash._pause() is called here https://github.com/scottschiller/Soun... it causes the sound doubling.
The fix I've been able to find is to swap steps 2.3 and 2.4. That is, call sound2.play() before sound2.setPosition(0) -- it's a very strange and annoying bug though!