pause(startTime) {
    var now = p5sound.audiocontext.currentTime;
    var time = startTime || 0;
    var pTime = time + now;

    if (this.isPlaying() && this.buffer && this.bufferSourceNode) {
      this._paused = true;
      this._playing = false;

      this.pauseTime = this.currentTime();
      this.bufferSourceNode.stop(pTime);
      this._counterNode.stop(pTime);

      this._pauseTime = this.currentTime();
      // TO DO: make sure play() still starts from orig start position
    } else {
      this._pauseTime = 0;
    }
  }
Pauses a file that is currently playing. If the file is not
 playing, then nothing will happen.

 After pausing, .play() will resume from the paused
 position.
 If p5.SoundFile had been set to loop before it was paused,
 it will continue to loop after it is unpaused with .play().

 @method pause
 @for p5.SoundFile
 @param {Number} [startTime] (optional) schedule event to occur
                              seconds from now
 @example
 <div><code>
 let soundFile;
 function preload() {
   soundFormats('ogg', 'mp3');
   soundFile = loadSound('assets/Damscray_-_Dancing_Tiger_02.mp3');
 }
 function setup() {
   let cnv = createCanvas(100, 100);
   cnv.mousePressed(canvasPressed);
   background(220);
   text('tap to play, release to pause', 10, 20, width - 20);
 }
 function canvasPressed() {
   soundFile.loop();
   background(0, 200, 50);
 }
 function mouseReleased() {
   soundFile.pause();
   background(220);
 }
 </code>
 </div>