Nice idea - but we're loading external mp3s and references to sounds
are being triggered off by code all over the place, so that'd mean a
lot of reworking across our whole framework of a number of different
apps.

However, the solution I posted works - and because I use a shared
manager for synchronising sounds, animations and tweens all I had to
do was update the manager code to put in a pause/callback (for the
duration of the sound) rather than playsound/callback if the soundcard
test I described fails. And now it all just works, thankfully. 20
lines of additional code or something.

Thanks for the suggestion, tho'.

Ian

On 7/7/06, Steven Sacks | BLITZ <[EMAIL PROTECTED]> wrote:
Not everything has to be done in code.  Flash has timelines and you
should use them.

Put the audio in a movieclip, set it to streaming and add frames until
you see the wave form end, and on the last frame put a stop action and
call a method that lets your app know the audio is done playing.

-Steven
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