Do you agree this is a real delay bug in Flash?

Hi,
Over the last year I was asking on forums about audio delay
problems in my swf's. However I did not receive any answer that
could help me. Maybe text only was not enough to explain my problem
so now I have made a very simple demo fla and attached it to a post
(see:
http://board.flashkit.com/board/showthread.php?t=741867
Problem: There are circumstances where the audio clock of a
swf is stopped for some time and so unacceptable audio delays
occur.
Open errorDemo.fla. Please read the comment in the second
frame where the few lines of code are explained. Then do "test
movie" (ctrl-enter). Now you will hear the audio clock. Now with
the mouse: move the movie player window on your screen. You will
hear the audio clock is paused. Worse is when pressing on the title
bar (on the bar with "errorDemo.swf") with the left mouse button.
Now the clock stops even longer (about 250 ms in my case). The same
happens when another windows program is started.
There seems to be NO relation with CPU usage and it happened
in the same way on several PC's an PPC's and with several Flash
player versions and different framerates. My question is: Is it a
bug or is there somehow a solution that the audio clock of the
movie keeps running when the screen is used?
Of course there is a possibility I am doing something wrong
or maybe my expectations for Flash are to high. Please tell me!
Thanks for your reply, Paul

Thanks, dzedward,
I posted a reply with quite some effort in it, but it is
dissapeared after pressing the reply button. what I as explaining
was that I use an attached sound and so streaming is not an issue.
Please look at the few lines of code I use in my demo (please use
the link above for the fla with the WAV):
audioClock=new Sound(createEmptyMovieClip("sound1",1));
audioClock.attachSound("theSync");
audioClock.setVolume(90);
stop();
//When playing a swf (in most cases) the audio clock is on
every 46.4399093 ms.
//A onSoundComplete function only starts ON a clock puls!
That explains "gaps"
//when people complain working with audio loops in Flash.
//The audio sample used in this test has a 200 ms duration.
It can't be shorter.
//So it is started 25 ms from the end. When the sample is at
the end, the flash player
//pauses for 46.4399093 minus 25 ms, and starts the audio
sample from the same point
//again ( that is at the next clock puls). That's fine for
hearing audio clock and
//this test:
audioClock.start(0.175,1);
audioClock.onSoundComplete = function() {
audioClock.start(0.175,1);

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