There's still a scoping problem. Try this:

function startSound(currentSound) {
  feedback.text += currentSound+" playing now";
  glow.alpha = 100;
  var snd:Sound = new Sound();
  snd.attachSound(currentSound);
  snd.onSoundComplete = mx.utils.Delegate.create(this, soundStopped);
  snd.start();
}

function soundStopped() {
  glow.alpha = 0;
  feedback.text += " stopping now";
}

Dirk.

-----Original Message-----
From: [email protected] [mailto:[EMAIL PROTECTED] On
Behalf Of Tom Fitzpatrick
Sent: Wednesday, July 27, 2005 2:26 PM
To: [email protected]
Subject: RE: [flexcoders] sound problem: onSoundComplete

Matt - I made your modification in my code, and still have the same
problem: sound plays OK, but the onSoundComplete actions (trace and
reset
alpha) never take place.

Here's the modified code:

          function startSound(currentSound)
                 {
                         feedback.text += currentSound+" playing now";
                         glow.alpha = 100;
                         var snd:Sound = new Sound();
                         snd.attachSound(currentSound);
                         snd.onSoundComplete =
mx.utils.Delegate.create(this, function()
                         {
                                 glow.alpha = 0;
                                 feedback.text += " stopping now";
                         });
                 snd.start();
                         }

Any other ideas?

- Tom

At 09:41 PM 7/26/2005, you wrote:
>snd.onSoundComplete = mx.utils.Delegate.create(this, function() {
>   //same body here
>});
>
>You're having scoping problems.
>
>Matt
>
>
>----------
>From: [email protected] [mailto:[EMAIL PROTECTED] On

>Behalf Of Tom Fitzpatrick
>Sent: Tuesday, July 26, 2005 2:30 PM
>To: [email protected]
>Subject: [flexcoders] sound problem: onSoundComplete
>
>Trying to get onSoundComplete() to work - but it never seems to get
called.
>
>Here's the code I'm working with:
>
>       function startSound(currentSound)
>       {
>             feedback.text += currentSound+" playing now";
>             glow.alpha = 100;
>                   var snd:Sound = new Sound();
>                   snd.attachSound(currentSound);
>             snd.onSoundComplete = function()
>             {
>                   glow.alpha = 0;
>                   feedback.text += " stopping now";
>             }
>                   snd.start();
>       }
>
>The "currentSound" parameter is the name of an mp3. The startSound 
>function is called as the change event from a comboBox used to select 
>the sound to be played. The sound gets played just fine, but the 
>onSoundComplete function never executes.
>
>The "feedback.text" mechanism is a trace - and the text "stopping now"
>never gets called.
>
>The "glow" object is an imported .swf whose alpha is supposed to change

>when the sound is complete.
>
>- Tom
>
>
>
>
>
>
>
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