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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