Thanks for the reply.  I don't think that "currentTime" alone is the solution
but it's good to know about anyway.

The situation is...
At any given time I have to be able to create a list of a sequence of "things"
to play one after another in the specified order.  The list can be a mix of 
sounds, Flash movies and LDMs.

I just finished implementing it all and it seems to work well.

To tell when one step in the sequence is done and it is time to move onto the
next step, I did the following:

-- if the current thing is a sound, "duration" is used to trigger the next step
-- if the current thing is a flash movie or an LDM, a behavior on that
particular sprite triggers the next step when isPlaying becomes false

I just wanted to avoid having to use a dummy sprite on stage that checks
exitFrame/soundBusy is to keep track of whether the sound is done or not.

"duration" seems to do what I want.  I just worry that even though the
"duration" of a sound member is N, it may really take
N+timeToLoadTheSoundIntoMemory to play the whole thing.  Maybe I'll just pad it
a little...

--- [EMAIL PROTECTED] wrote:
> 
> You don't have to do anything with a queue - it will go on to the next all 
> by itself.
> 
> Otherwise, forget that timeout object stuff -- just make sure that 
> sound(1).currenttime = sound(1).member.duration
> 
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