Repeats the first 20 secs of the song since update 7.0.1.8

Hi,
Ever since the update from iTunes to v. 7.0.1.8 my iTunes sorts of crashes when it starts a new song (from a list)
Whenever I start a song and my mainscreen is iTunes nothing is wrong, but whenever I got another window open (for example, i.e/msn/my documents whatsoever) my iTunes keeps repeating the first few seconds of a song for about 20/30 secs whilst playing the song. So I keep hearing the tunes of the first 20/30 secs of a song mixed with the song. (understand what Im trying to say?).
Anyone got the same problem or has an answer to my question?
Thank you

Tried searching for a driverupdate, but couldnt find anything. My soundcard = Creative AudioPCI (ES1371,E1373)(WDM) Version: 5.2.3633.0

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    var backFrame:Number = viewer_mc.currentFrame-1;
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    right_btn.addEventListener(MouseEvent.MOUSE_DOWN, rightDown);
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        stage.addEventListener(MouseEvent.MOUSE_UP,stoprightDown); //listen for mouse up on the stage, in case the finger/mouse moved off of the button accidentally when they release.
        addEventListener(Event.ENTER_FRAME,rotateRight); //while the mouse is down, run the tick function once every frame as per the project frame rate
    function stoprightDown(e:Event):void {
        removeEventListener(Event.ENTER_FRAME,rotateRight);  //stop running the tick function every frame now that the mouse is up
        stage.removeEventListener(MouseEvent.MOUSE_UP,stoprightDown); //remove the listener for mouse up
    function rotateRight(e:Event):void {
        viewer_mc.nextFrame();
    4. This is the functionality of the left button, which when held, moves the movie clip to the prev frame via the 'rotateRight' function based on the 'prevFrame' command. And this is where the problem lies, as although it works for getting the movieclip back to frame 1, it does not loop round to the last frame and continue functioning, as is wanted.
    left_btn.addEventListener(MouseEvent.MOUSE_DOWN, leftDown);
    function leftDown(e:Event){
        stage.addEventListener(MouseEvent.MOUSE_UP,stopleftDown); //listen for mouse up on the stage, in case the finger/mouse moved off of the button accidentally when they release.
        addEventListener(Event.ENTER_FRAME,rotateLeft); //while the mouse is down, run the tick function once every frame as per the project frame rate
    function stopleftDown(e:Event):void {
        removeEventListener(Event.ENTER_FRAME,rotateLeft);  //stop running the tick function every frame now that the mouse is up
        stage.removeEventListener(MouseEvent.MOUSE_UP,stopleftDown); //remove the listener for mouse up
    I'd imagine it is probably my logic for this part that is really letting me down - I can do a similar function in actionscript 2, but am trying to learn actionscript 3 just to move with the times as it were, and struggling a bit. Still this is only a few days in!
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                        gotoAndStop(viewer_mc.totalFrames-1);
              } else{
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    Any help you can give me would be gratefully received. For an example of the effect I am trying to achieve with the autoplay button etc. I recommend:
    http://www.fender.com/basses/precision-bass/american-standard-precision-bass

    Thanks for getting back to me.
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    import flash.events.MouseEvent;
    import flash.events.Event;
    var lastFrame:Number = viewer_mc.totalFrames;
    var thisFrame:Number = viewer_mc.currentFrame;
    var backFrame:Number = viewer_mc.currentFrame-1;
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              viewer_mc.gotoAndStop(1);
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    function autoplay (ev:MouseEvent):void{
              var startFrame:Number = viewer_mc.currentFrame;
              viewer_mc.gotoAndPlay(startFrame);
    right_btn.addEventListener(MouseEvent.MOUSE_DOWN, rightDown);
    function rightDown(e:Event){
        stage.addEventListener(MouseEvent.MOUSE_UP,stoprightDown); //listen for mouse up on the stage, in case the finger/mouse moved off of the button accidentally when they release.
        addEventListener(Event.ENTER_FRAME,rotateRight); //while the mouse is down, run the tick function once every frame as per the project frame rate
    function stoprightDown(e:Event):void {
        removeEventListener(Event.ENTER_FRAME,rotateRight);  //stop running the tick function every frame now that the mouse is up
        stage.removeEventListener(MouseEvent.MOUSE_UP,stoprightDown); //remove the listener for mouse up
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        viewer_mc.nextFrame();
    left_btn.addEventListener(MouseEvent.MOUSE_DOWN, leftDown);
    function leftDown(e:Event){
        stage.addEventListener(MouseEvent.MOUSE_UP,stopleftDown); //listen for mouse up on the stage, in case the finger/mouse moved off of the button accidentally when they release.
        addEventListener(Event.ENTER_FRAME,rotateLeft);//while the mouse is down, run the tick function once every frame as per the project frame rate
    function stopleftDown(e:Event):void {
        removeEventListener(Event.ENTER_FRAME,rotateLeft);  //stop running the tick function every frame now that the mouse is up
        stage.removeEventListener(MouseEvent.MOUSE_UP,stopleftDown); //remove the listener for mouse up
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    The definition of the rotateLeft function is where the problem lies I think - I've taken out my poor attempts at doing the logic from the previous post. If I were to write it out long-hand the statement I want to write is: 'If you get to frame 1 and function rotateLeft is called go to the end of the movie clip'.
    The reason I have to use the viewer_mc.totalFrames-1 definition in the addFrameScript call is the addFrameScript function is 0 based i.e. if you want to call frame 1 of the movieclip you have to return a value of 0 in the addFrameScript (or such is my understanding of it anyway). As such, the last image in the movie clip will need to be the view obtained at 360 degree rotation, which is of course the same view as at 0 degree rotation. As a consequence, the last frame in the movie clip is superfluous for the user, but necessary for the overall effect to be achieved. And, in addition, to keep up the effect of a 360 degree view when the rotateLeft function is called it needs to skip that last frame to go to the lastFrame-1 (or totalframes-1), or in other words, the view of the image prior to completing the full 360 rotation.
    the variables thisFrame and lastFrame are defined at the very top of the script. Like you said they might need to be defined or called on again elsewhere.

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