The precision of AudioEngine::getCurrentTime(id) is not ideal.
The win32 implementation updates currentTime when the audio buffers are rotated, which is set to 0.1 seconds.
This is not adequate for testing. The precision doesn't need to be perfect, but I think calling getCurrentTime() every frame (at 60fps) should return a different value.
I have only looked at the win32 and android implementations, android does not have this limitation.
brought up in thread: http://discuss.cocos2d-x.org/t/new-audioengine-getcurrenttime-precision-win32/19269