First view this to see what the results would be-https://dl.dropboxusercontent.com/u/128026415/SoundTest/index.html
Move with the arrow keys
**Note disregard the toggle button doesn't function***
WHAT IS HAPPENING?
What I did was setup a soundRange that follows the player where ever they go and each level triggers the sound for that object. Green for low level sound Yellow for Mid level sound and Red for full sound. (Which you can see in the top image below)
Now for the soundLevels I set a instance variable called soundRange to tell what level to play the sound at. for the object 'Fire' it has two variable instance 'soundFile'-for the audio file that needs to be played and 'inRange'-which is triggered when they enter the Green Zone. When object exits it zeros it out and stops the tagged sound.
I did it this way cause I notice from your profile you don't have a license. So look at how my events is setup below and try to implement it yourself. Also I did test it on my android in Cocoonjs and it did work for me.
But if you have more items for sound depending on range a license would be beneficial because you can use Families. Which is nice cause you can declare the instance variable in that and it would be transferred to whatever objects is in the family and you can set each object as you please.
With Families it would look like this::
So any object in soundItems would be tested.
**UPDATE**Just pin each range to the playerSprite is better.