try adding this script into the script channel of the marker frames:

on exitFrame me
   if the frameReady = FALSE then go the frame
end

When you jump to a marker (such as when your button does 'go next'), 
this will cause the playhead to loop on that frame until the sprites 
are loaded.

hth

-Buzz

At 4:01 PM -0500 6/19/01, Mike Hiatt wrote:
>I've built a shocked slideshow that's playing a series of swas
>and jpegs. I'm swapping out the swas in a member called "sound"
>and changing the member number of my jpegs on each marker.
>
>My routine works fine locally, but when I put it up on the web I
>have one strange one...
>
>The first slide and audio come up fine, but if you press the next
>button (which takes you to the next marker) the audio plays but
>the jpeg doesn't show.
>
>But if I don't press "next" and let the audio end, it goes next
>and the jpeg comes up fine.
>
>Am I just fighting a preload problem here? Sure seems like it.
>
>Anything I can do? I've tried preloading the castmember with the
>second jpeg but that doesn't seem to help.
>
>What about the order of the cast?
>
>Any push in the right direction would be appreciated.
>
>The shocked piece is at www.imr-web.com/test/ddcc/
>--------------
>Here is the code for my next button:
>
>on mouseUp me
>   stop member "sound"
>   go next
>end exitframe
>
>and here is the code on the markers:
>
>on beginsprite me
>   startSprite = startSprite + 1
>   clipNum = ClipNum + 1
>   ClipName = "clip_" & ClipNum & ".swa"
>
>   set the URL of member "sound" = (ClipName)
>   set the preloadtime of member "sound" = 5
>   preloadBuffer (member "sound")
>   play (member "sound")
>   sprite(3).membernum = startSprite
>
>end
>
>on exitFrame
>   if the state of member "soundtrack" <> 5 then
>     go the frame
>   else
>     go next
>   end if
>end
>
>--------
>
>Thanks
>
>Mike
>
>
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