I don’t know why they did like this, but work with sound in as2 was much easier.
Now in as3 each sound should have its own class, what is “cool” of course, but what if I have 100 sound files? Well, I don’t have to create all these classes, but I have to create an object to play the sound.
In as2 it was more simple, just link identifier and play sound by its ID.
Second, why do I start playing sound with Sound object and stop playing with SoundChannel object?
And if I pause(stop) sound with SoundChannel object I need Sound object to resume it. So I have to store somewhere two objects in order to control my sound. Add here one more object for sound volume and looping. Very practical.
Maybe I don’t understand something… 🙂