From your description, it's not clear if the trace output is 32 seconds or 28.1 seconds. But either way, if the sound were being slowed down or sped up that much, you would likely hear a difference in pitch (especially if it's music).

Try timing the audio with a stopwatch. I'm guessing it's the trace call that's being delayed due to the sound processing, and that the sound is being played correctly.

Marc Hoffman

At 12:30 PM 12/28/2006, you wrote:
Hello all,

When I play a 30 second audio file in Flash (.wav or .mp3), it is
taking flash 32 seconds to run it.


To test this, I've made it real simple and only used one layer (The
frame rate for the audio is 12 fps).  The audio starts on the first
frame and lasts until the 361st (30 seconds x 12 fps + 1) frame.  I've
added this code to these frames:

var tmp = new Date();
trace("start time: " + tmp.getSeconds());

On the 362nd frame (immediately after the audio has played) I have
another key frame with this code:

var tmp = new Date();
trace("end time: " + tmp.getSeconds());


That's it.  I just output the time when the movie starts and when it
stops.  When I only use 338 frames (instead of 361), then the whole
clips pays fine and lasts 30 seconds.


Why is a 30 second clip (running at 12 fps) only taking 28.1 seconds to play?

Thank you -
 Frank
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