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If you are using Flash 5, make a sound object then control the object with: [b]mysound.stop();[/b] from anywhere in the movie. This is a global object, but you can create locals as well. Also, import your sound as an .aiff (Mac) or .wav (PC) to get the best sound quality. Flash is pretty choosey about what it does with .mp3's since they are already compressed. The best way to handle these kinds of (longer) streaming sounds is create a seperate .swf (just use a fresh movie), import your sound, in the sound tab choose the sound and check stream, open up the timeline to cover the entire length of the song, and publish. Put a stop action on the last frame if you don't want it to loop. You can also place variables (like title, artist, length) on the first frame and have them loaded into a dynamic text boxes (now that's cool). Go to the publish settings and set the audio stream to whatever bit rate you want to publish (you can test bandwith in the profiler to get the rate you need) I usually go with 80-112 for DSL - 20 for 56k. Then load the movie dynamically with: [b]loadMovie("sound.swf", " _root.targetMC");[/b] or into a level with [b]loadMovieNum("sound.swf", _level99);[/b] You can contol the external sound file, just make sure to target the MC or level you loaded to or just stop and start with the sound object. 5G [This message has been edited by quatroGringo (edited 06-13-2002).]
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