Possible bug with audioSource in Unity 5?

I’m using Unity 5.1.1.
When I do:

	myAudioSource.time = myAudioSource.clip.length;
	myAudioSource.pitch = -1;
	myAudioSource.Play();

I get the following error:

/Users/builduser/buildslave/unity/build/Runtime/Audio/sound/SoundChannel.cpp(374) : 
`Error executing result (An invalid seek position was passed to this function. )
UnityEngine.AudioSource:Play()

Is that a bug? Is there a workaround?

I use 2 Audiosouces.

It came out and I use the two audio source .

One is fast-forward.
One is normal playback

We repaired it Once you have a fast-forward and two audio source .

public AudioClip audioClip;
public AudioSource audioSource;

public float Audiotime;
// Use this for initialization
void Start () {
	//delay play
	audioSource.clip = audioClip;
	audioSource.time = Audiotime;←
	audioSource.Play();←
}

This works for me:

audioSource.timeSamples = audioSource.clip.samples-1;
audioSource.pitch = -1;
audioSource.Play();

Seems the timeSamples can only be in [0 ,audioSource.clip.samples). And it may apply to audioSource.time, so audioSource.time = audioSource.clip.length - 0.01f may also be okay I guess.