How to preload sounds without adding it to the timeline and playing ogg with mp3 as fallback?

I managed to get sounds to work the way I want, but I’m a bit confused how to preload things. I have 2 sound formats:

sounds/myAudioLoop.ogg
sounds/myAudioLoop.mp3

I want to use ogg, but in Animate, I can only insert mp3 to the timeline:
enter image description here

In Frame 1, there’s a this.stop(); and a play button. When the play button gets pressed, it’ll jump to the “start” frame and the sound plays.

In Frame 2 labeled “start”, I added my preload and sound codes:

// preload
var queue = new createjs.LoadQueue();
createjs.Sound.alternateExtensions = ["m4a"];
queue.installPlugin(createjs.Sound);
queue.on("complete", handleComplete);
queue.loadFile({
    id: "audioLoop",
    src: "sounds/myAudioLoop.ogg"
});


createjs.Sound.on("fileload", handleLoad);
createjs.Sound.alternateExtensions = ["m4a"];
createjs.Sound.registerSound({
    id: "audioLoop",
    src: "sounds/myAudioLoop.ogg"
});

var _this = this;

function handleLoad(event) {
    _this.audioLoopInstance = createjs.Sound.play("audioLoop", {
        interrupt: createjs.Sound.INTERRUPT_ANY,
        loop: -1
    });
};

I read that Animate will always preload stuff, so I didn’t add the mp3 into the preload code. When I test the movie, and press the play button, both formats play, but the ogg lags. I’m guessing it’s because Animate’s preload code runs first, plays the mp3 (cause I added it to the timeline), then runs the preload codes when it gets to Frame 2.

I frankensteined the codes, so I’m not really sure how edit it to make it all work properly.

Is there a way to preload everything without adding the sound to the timeline in Animate?

And for it to play ogg, with mp3 as the fallback for browsers that don’t support ogg?