Loading multiple resources

Hi, I am starting to do things with AS3, and I found that all
the resource loads through urlRequest, urlLoader and others like
that are asynchronous, that is, the flow of the applications
continues after a resource load request.
I have a case in which I have to load a group of resources
before entering into a different section of the application, and I
don't want to hardcode the load complete events for every single
resource I load.
Is there a way in AS3 to do something like this?
.LoadResource("hello.gif");
.LoadResource("table.xml");
.LoadResource("howareyou.gif");
.LoadResource("bye.gif");
.LoadResource("story.txt");
.WaitForMultipleObjects();

Not so difficult to write a class to do this...
Here is an example found in the Sandy 3D Engine :
http://www.flashsandy.org/documentation/3.0/sandy/util/LoaderQueue.html

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        import com.project.utils.*;
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        import flash.display.MovieClip;
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        import flash.events.ProgressEvent;
        import flash.display.Loader;
        import flash.events.IOErrorEvent;
        import flash.net.URLLoader;
        import flash.events.MouseEvent;
        import flash.net.URLRequest;
        import flash.display.Bitmap;
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        import com.project.*;
        import com.project.utils.*;
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        import flash.events.Event;
        import flash.events.ProgressEvent;
        import flash.display.Loader;
        import flash.events.IOErrorEvent;
        import flash.net.URLLoader;
        import flash.events.MouseEvent;
        import flash.net.URLRequest;
        import flash.display.Bitmap;
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            public var imgMc:MovieClip;
            public var imgObject:Object;
            public var loaded:Number;
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                imgloader.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS,onImgLoadPr ogress);
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                } catch (error:Error) {
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                        imgMc.removeEventListener(MouseEvent.CLICK, onImageClicked);
                        imgMc.addEventListener(MouseEvent.CLICK, onImageClicked);
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                trace("Image Loading Failed");
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                    imgLoader.addEventListener("CustomEvent.ON_IMGE_LOAD",onImageLoad);
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    Gopi
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