Dirk, thanks for the suggestion - but still no luck. Same problem: sound 
plays, no onSoundComplete execution. Were you able to get this to work?

Here's my revised 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, soundStopped);
                         snd.start();
                          }

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

At 09:37 AM 7/27/2005, you wrote:
>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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