Audio won't resume after pause and seek

Hi all, 

i’m trying to implement a simple audio player for my app, where i can play/pause the audio, and also seek with a slider through the duration of the file and resume when i release the slider.

i’m pausing the sound (and the timer in which i track the progress of the audio file visually) when the “began” phase is detected on the slider, and resuming both the timer and audio when “ended” phase is detected. For some reason, the sound stops hearing after moving the slider and release it, and also the onComplete method is not called anymore (probably because the file isn’t playing). If i don’t call audio.pause() when the “began” phase is detected, the seek works properly, but i want to not hear anything while i’m moving the slider, otherwise is not visually representative of what the user is doing (is hearing something different than what’s visually on screen)

local function onCueTouch(event) if event.phase == "began" then audio.pause( AudioViewer.audioChannel ) -- if this is commented the seek works properly. timer.pause( AudioViewer.timerSource ) end if event.phase == "moved" then -- calculate seek position -- calculate percent for bars end if event.phase == "ended" then local currentMS = math.round(duration \* cueProgress.xScale) local result = audio.seek(currentMS, {channel = AudioViewer.audioChannel}) local resumeResult = audio.resume(AudioViewer.audioChannel) timer.resume(AudioViewer.timerSource) end end

Both the seek and resume return a success code (true and the channel expected)

Anyone knows what might be going on?