AS3 pause button doesn't play paused song from array - arrays

I have a flash mp3 player with a play, pause and next button on one frame.
The songs are stored in an array.Everything works fine except for the
pause button. It pauses the music and save the song position in a variable.
When i click on the pause button again the song is supposed to play
from the saved song position which it does. The problem is it also
play the first song in the array. Not the song that was paused. I have tried
to find a solution on Google. But the topics i could find where about mp3 players that only played one song.
Here is the code. Thanks.
var i:Number = 0;
var myMusic:Sound = new Sound();
var mySongs:Array = ["Kalimba.mp3","Sleep Away.mp3","Maid with the Flaxen Hair.mp3"];
var soundFile:URLRequest = new URLRequest(mySongs[i++]);
var channel:SoundChannel = new SoundChannel();
var sTransform:SoundTransform = new SoundTransform();
var songPosition:Number;
var myContext:SoundLoaderContext = new SoundLoaderContext(5000);
myMusic.load(soundFile, myContext);
btnPlay.addEventListener(MouseEvent.CLICK, playMusic);
btnNext.addEventListener(MouseEvent.CLICK, nextMusic);
btnPause.addEventListener(MouseEvent.CLICK, pauseMusic);
channel.addEventListener(Event.SOUND_COMPLETE, nextMusic);
function playMusic(evt:MouseEvent):void
{
channel = myMusic.play(songPosition);
channel.addEventListener(Event.SOUND_COMPLETE, nextMusic);
}
function nextMusic(evt:Event):void
{
channel.stop();
var myMusic:Sound = new Sound();
var mySongs:Array = ["Kalimba.mp3","Sleep Away.mp3","Maid with the Flaxen Hair.mp3"];
var soundFile:URLRequest = new URLRequest(mySongs[i]);
myMusic.load(soundFile, myContext);
channel = myMusic.play(i);
channel.addEventListener(Event.SOUND_COMPLETE, nextMusic);
if(i==mySongs.length-1) {
i=0;
}
else {
i++;
}
}
var Paused:Boolean = false;
function pauseMusic(evt:MouseEvent):void
{
if(Paused==false) {
songPosition = channel.position;
channel.stop();
Paused = true;
}
else if(Paused==true) {
channel = myMusic.play(songPosition);
Paused = false;
}
}

You shouldn't keep adding the channel.addEventListener(Event.SOUND_COMPLETE, nextMusic);
Beacuse SOUND_COMPLETE events get fired when you pause.
Adding this eventlistener just once should suffice anyway.

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Anyone have any ideas on how to solve the problem ?
If you don't have to many songs you can prepare all of them before and play when all are ready.
let songs = [];
[ "song_1", "song_2" ].forEach(function(filename) {
songs[filename] = new Audio();
songs[filename].src = "/path/to/songs/" + filename + ".";
songs[filename].addEventListener("load", function() {
songs[filename] = this;
});
});
Now inside songs there are only loaded songs.

Why does recording multiple audio using Recorder.js and MediaDevices result in an empty recording later on?

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In case someone has the same issue in the future.
The Problem was: I was creating a new AudioContext at each button Click. I tried running the App on a Phone where after pressing Record 6 times I got an error:
The number of hardware contexts provided (6) is greater than or equal
to the maximum bound (6)
I shifted these lines:
var AudioContext = window.AudioContext || window.
this.audioContext = new AudioContext;
Into Another file as:
const AudioContext = window.AudioContext || window.webkitAudioContext;
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export default audioContext;
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