There is a preload frame option, where you just preload the frame you 
want to be sure that it's loaded. Sometimes I do a manual version of 
that, by placing all the cast members I want to be loaded on an 
earlier frame than the one the user sees. For example, let's say that 
you have an animation, at the end of which you want there to be a 
lively menu with lots of buttons and rollovers. You could Cast to 
Time spread all the parts needed for the menu, over the range of 
frames occupied by the animation (but in a lower sprite channel). As 
the animation plays, the elements needed for the menu are being 
loaded. Director doesn't know that they are hidden behind the 
animation, and so it loads them anyway.

All being well, the load of each element doesn't slow down the 
animation. Once you get to the menu screen, you can be sure that the 
members needed are loaded.

A click through of the animation will defeat that approach, but then 
the menu will load as quickly as it can, and the user is no worse off 
than they are as you have it now.

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