Leonard Burton a écrit :
> Sorry if I seem a little dense here, but, How will this relate to the
> queue of the images?  I need to be able to have image n and sound n to
> correspond.

Ouch!  Hadn't groked that.  OK, so if you're playing with images as 
well, like fades and stuff, what you can do is add Effect.Event 
instances to your queue with the sound-triggering code in their 
afterFinish callback, using the proper Event duration so your sound can 
have time to play.

You'd add the sound playing like this:

   new Effect.Event({ queue: 'end', // or whatever queue defs…
     afterFinish: function() {
       Sound.play(…);
     });

And if you want the sound to play BEFORE the rest of the queue goes on, 
just give your effect a proper duration option.

I think that should cut it.

-- 
Christophe Porteneuve aka TDD
[EMAIL PROTECTED]

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