Hi andrei, 

It's to stop the previous sound in that "channel", I don't want two comments
playing at the same time. Should I remove the sound object completely and
create a new everytime I want to replace a sound?

/David

-----

hello david,

why do you call the stop() method before using attachSound() ?

[]'s
andrei


On 12/11/06, David Skoglund <[EMAIL PROTECTED]> wrote:
>
> Hi I have quite some problems with playing sounds. It works about 19 
> times of 20... Have anyone come across this kind of irregular sound
behavior?
>
> Could there be a problem with stopping a sound right before starting a 
> new sound (a delay of the stop command so that it stops the new sound)?
>
> Any help is very appreciated!
>
> At the start of the program I initialize sound objects in a init 
> function like this:
>
> class application.main{
> static var sound:Object;
>
> static function init () {
>   // create global sound objects
>   sound={}
>   sound.comments=_root.createEmptyMovieClip("comments",
> _root.getNextHighestDepth())
>   sound.comments.soundObj=new Sound(sound.comments); } }
>
>
> I start the sounds in a function like this:
>
> function playComment (comment){
>    // start comment
>    main.sound.comments.soundObj.stop()
>    main.sound.comments.soundObj.attachSound(comment);
>    main.sound.comments.soundObj.setVolume(80);
>    main.sound.comments.soundObj.start();
>
>    trace ("comment: "+this.comment)
> }
>
>
>
> David Sjölander
> Game Designer
>
> Cogmed - Working Memory Training
> Fryxellsgatan 4 | 114 25 Stockholm, Sweden | Phone: +46 (0)8 506 315 
> 60 |
> Cell: +46 (0)736 84 54 52 | www.cogmed.com
>
>
>
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> 2006-12-09
>
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